dhewm3-sdk/d3xp/PlayerView.cpp
2024-07-16 22:31:01 +02:00

3047 lines
99 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#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"
// _D3XP : rename all gameLocal.time to gameLocal.slow.time for merge!
#ifdef _D3XP
static int MakePowerOfTwo( int num ) {
int pot;
for ( pot = 1 ; pot < num; pot <<=1 ) {}
return pot;
}
#endif
const int IMPULSE_DELAY = 150;
/*
==============
idPlayerView::idPlayerView
==============
*/
idPlayerView::idPlayerView() {
memset( screenBlobs, 0, sizeof( screenBlobs ) );
memset( &view, 0, sizeof( view ) );
player = NULL;
dvMaterial = declManager->FindMaterial( "_scratch" );
armorMaterial = declManager->FindMaterial( "armorViewEffect" );
tunnelMaterial = declManager->FindMaterial( "textures/decals/tunnel" );
berserkMaterial = declManager->FindMaterial( "textures/decals/berserk" );
// irGogglesMaterial = declManager->FindMaterial( "textures/decals/irblend" );
irGogglesMaterial = declManager->FindMaterial( "postProcess/irGoggles" ); // sikk - Infrared Goggles PostProcess Effect
bloodSprayMaterial = declManager->FindMaterial( "textures/decals/bloodspray" );
bfgMaterial = declManager->FindMaterial( "textures/decals/bfgvision" );
lagoMaterial = declManager->FindMaterial( LAGO_MATERIAL, false );
// sikk---> PostProcess Effects
blackMaterial = declManager->FindMaterial( "_black" );
whiteMaterial = declManager->FindMaterial( "_white" );
currentRenderMaterial = declManager->FindMaterial( "_currentRender" );
scratchMaterial = declManager->FindMaterial( "_scratch" );
depthMaterial = declManager->FindMaterial( "render/depth" );
normalsMaterial = declManager->FindMaterial( "render/normals" );
softShadowsMaterial = declManager->FindMaterial( "postProcess/softShadows" );
edgeAAMaterial = declManager->FindMaterial( "postProcess/edgeAA" );
hdrLumBaseMaterial = declManager->FindMaterial( "postProcess/hdrLumBase" );
hdrLumAverageMaterial = declManager->FindMaterial( "postProcess/hdrLumAverage" );
hdrLumAdaptedMaterial = declManager->FindMaterial( "postProcess/hdrLumAdapted" );
hdrBrightPass1Material = declManager->FindMaterial( "postProcess/hdrBrightPass1" );
hdrBrightPass2Material = declManager->FindMaterial( "postProcess/hdrBrightPass2" );
hdrBrightPass3Material = declManager->FindMaterial( "postProcess/hdrBrightPass3" );
hdrBrightPass4Material = declManager->FindMaterial( "postProcess/hdrBrightPass4" );
hdrBrightPass5Material = declManager->FindMaterial( "postProcess/hdrBrightPass5" );
hdrBloomMaterial = declManager->FindMaterial( "postProcess/hdrBloom" );
hdrFlareMaterial = declManager->FindMaterial( "postProcess/hdrFlare" );
hdrGlareMaterial = declManager->FindMaterial( "postProcess/hdrGlare" );
hdrFinalMaterial = declManager->FindMaterial( "postProcess/hdrFinal" );
bloomMaterial = declManager->FindMaterial( "postProcess/bloom" );
ssilMaterial = declManager->FindMaterial( "postProcess/ssil" );
ssaoMaterial = declManager->FindMaterial( "postProcess/ssao" );
sunShaftsMaterial = declManager->FindMaterial( "postProcess/sunShafts" );
lensFlareMaterial = declManager->FindMaterial( "postProcess/lensFlare" );
dofMaterial = declManager->FindMaterial( "postProcess/dof" );
motionBlurMaterial = declManager->FindMaterial( "postProcess/motionBlur" );
colorGradingMaterial = declManager->FindMaterial( "postProcess/colorGrading" );
explosionFXMaterial = declManager->FindMaterial( "postProcess/explosionFX" );
screenFrostMaterial = declManager->FindMaterial( "postProcess/screenFrost" );
celShadingMaterial = declManager->FindMaterial( "postProcess/celShading" );
filmgrainMaterial = declManager->FindMaterial( "postProcess/filmgrain" );
vignettingMaterial = declManager->FindMaterial( "postProcess/vignetting" );
tunnel2Material = declManager->FindMaterial( "postProcess/tunnel" );
adrenalineMaterial = declManager->FindMaterial( "postProcess/adrenaline" );
bSoftShadows = false;
bDepthRendered = false;
bDitherRendered = false;
focusDistance = 0.0f;
prevViewAngles.Zero();
// <---sikk
// sikk---> Explosion FX PostProcess
gameLocal.explosionOrigin.Zero();
gameLocal.explosionRadius = 0;
gameLocal.explosionDamage = 0;
gameLocal.explosionTime = 0;
// <---sikk
bfgVision = false;
dvFinishTime = 0;
kickFinishTime = 0;
kickAngles.Zero();
lastDamageTime = 0.0f;
fadeTime = 0;
fadeRate = 0.0;
fadeFromColor.Zero();
fadeToColor.Zero();
fadeColor.Zero();
shakeAng.Zero();
#ifdef _D3XP
fxManager = NULL;
if ( !fxManager ) {
fxManager = new FullscreenFXManager;
fxManager->Initialize( this );
}
#endif
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 );
#ifdef _D3XP
if ( fxManager )
fxManager->Save( savefile );
#endif
}
/*
==============
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<idClass *&>( player ) );
savefile->ReadRenderView( view );
#ifdef _D3XP
if ( fxManager )
fxManager->Restore( savefile );
#endif
}
/*
==============
idPlayerView::SetPlayerEntity
==============
*/
void idPlayerView::SetPlayerEntity( idPlayer *playerEnt ) {
player = playerEnt;
}
/*
==============
idPlayerView::ClearEffects
==============
*/
void idPlayerView::ClearEffects() {
lastDamageTime = MS2SEC( gameLocal.slow.time - 99999 );
dvFinishTime = ( gameLocal.fast.time - 99999 );
kickFinishTime = ( gameLocal.slow.time - 99999 );
for ( int i = 0 ; i < MAX_SCREEN_BLOBS ; i++ )
screenBlobs[i].finishTime = gameLocal.slow.time;
fadeTime = 0;
bfgVision = false;
}
/*
==============
idPlayerView::GetScreenBlob PD3
==============
*/
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.slow.time )
return; // keep shotgun from obliterating the view
float dvTime = damageDef->GetFloat( "dv_time" );
if ( dvTime ) {
if ( dvFinishTime < gameLocal.fast.time )
dvFinishTime = gameLocal.fast.time;
dvFinishTime += g_dvTime.GetFloat() * dvTime;
// don't let it add up too much in god mode
if ( dvFinishTime > gameLocal.fast.time + 5000 )
dvFinishTime = gameLocal.fast.time + 5000;
}
// head angle kick
float kickTime = damageDef->GetFloat( "kick_time" );
if ( kickTime ) {
kickFinishTime = gameLocal.slow.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
/* PD3
float blobTime = damageDef->GetFloat( "blob_time" );
if ( blobTime ) {
screenBlob_t *blob = GetScreenBlob();
blob->startFadeTime = gameLocal.time;
blob->finishTime = gameLocal.time + blobTime * g_blobTime.GetFloat();
blob->driftAmount = 0.0f; // sikk - Blood Spray Screen Effect - keeps damage blood splats from drifting
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;
}
*/
//PD3
if ( g_showBloodSpray.GetBool() ) {
player->playerView.AddBloodSpray( g_bloodSprayTime.GetFloat() );
}
// save lastDamageTime for tunnel vision accentuation
lastDamageTime = MS2SEC( gameLocal.slow.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() ) { // PD3
return;
} // PD3
// sikk---> Blood Spray Screen Effect
// Use random material
if ( gameLocal.random.RandomFloat() < 0.5f )
bloodSprayMaterial = declManager->FindMaterial( "postProcess/bloodspray1" );
else
bloodSprayMaterial = declManager->FindMaterial( "postProcess/bloodspray2" );
// <---sikk
// visit this for chainsaw
screenBlob_t *blob = GetScreenBlob();
blob->startFadeTime = gameLocal.slow.time;
blob->finishTime = gameLocal.slow.time + ( duration * 1000 );
blob->material = bloodSprayMaterial;
blob->x = ( gameLocal.random.RandomInt() & 63 ) - 32;
blob->y = ( gameLocal.random.RandomInt() & 63 ) - 32;
blob->driftAmount = 0.0f;// 0.5f + gameLocal.random.CRandomFloat() * 0.5f; // sikk - No more drifting PD3
float scale = ( 256 + ( ( gameLocal.random.RandomInt() & 63 ) - 32 ) ) / 256.0f; // PD3
blob->w = 640 * g_blobSize.GetFloat() * scale; // sikk - This was "600". Typo?
blob->h = 480 * g_blobSize.GetFloat() * scale;
float s1 = 0.0f;
float t1 = 0.0f;
float s2 = 1.0f;
float t2 = 1.0f;
// sikk---> No more drifting
/* 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;
}*/
float f = gameLocal.random.CRandomFloat();
if ( f < 0.25 ) {
s1 = 1.0f;
s2 = 0.0f;
} else if ( f < 0.5 ) {
t1 = 1.0f;
t2 = 0.0f;
} else if ( f < 0.75 ) {
s1 = 1.0f;
s2 = 0.0f;
t1 = 1.0f;
t2 = 0.0f;
}
// <---sikk PD3
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.slow.time ) {
idAngles angles;
weaponDef->GetAngles( "recoilAngles", "5 0 0", angles );
kickAngles = angles;
// sikk---> Weapon Management: Handling/Awareness
if ( g_weaponHandlingType.GetInteger() > 1 ) {
float mod = ( ( player->GetCurrentWeapon() == 2 ) ? 1.0f : weaponDef->GetFloat( "spread" ) + 1.0f ) * player->fSpreadModifier;
idVec2 vec = idVec2( -gameLocal.random.RandomFloat(), gameLocal.random.CRandomFloat() );
vec.NormalizeFast();
vec *= gameLocal.random.RandomFloat() * mod;
kickAngles.pitch += vec.x;
kickAngles.yaw += vec.y;
}
// <---sikk
int finish = gameLocal.slow.time + g_kickTime.GetFloat() * recoilTime;
kickFinishTime = finish;
}
}
/*
===================
idPlayerView::CalculateShake
===================
*/
void idPlayerView::CalculateShake() {
idVec3 origin, matrix;
float shakeVolume = gameSoundWorld->CurrentShakeAmplitudeForPosition( gameLocal.slow.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.slow.time < kickFinishTime ) {
float offset = kickFinishTime - gameLocal.slow.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.slow.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.fast.time );
return;
}
// sikk---> PostProccess Scaling Fix
if ( screenHeight != renderSystem->GetScreenHeight() || screenWidth != renderSystem->GetScreenWidth() ) {
renderSystem->GetGLSettings( screenWidth, screenHeight );
float f = MakePowerOfTwo( screenWidth );
shiftScale.x = (float)screenWidth / f;
f = MakePowerOfTwo( screenHeight );
shiftScale.y = (float)screenHeight / f;
}
// <---sikk
// hack the shake in at the very last moment, so it can't cause any consistency problems
hackedView = *view;
hackedView.viewaxis = hackedView.viewaxis * ShakeAxis();
#ifdef _D3XP
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
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
// sikk---> Soft Shadows PostProcess
if ( r_useSoftShadows.GetBool() && !g_skipViewEffects.GetBool() ) {
playerPVS = gameLocal.pvs.SetupCurrentPVS( player->GetPVSAreas(), player->GetNumPVSAreas() );
ToggleShadows( false );
gameRenderWorld->RenderScene( &hackedView );
renderSystem->CaptureRenderToImage( "_ssRender" );
ToggleShadows( true );
gameLocal.pvs.FreeCurrentPVS( playerPVS );
}
// <---sikk
}
/*
=================
idPlayerView::Flash
flashes the player view with the given color
=================
*/
void idPlayerView::Flash( idVec4 color, int time ) {
Fade( idVec4( 0.0f, 0.0f, 0.0f, 0.0f ), 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( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, whiteMaterial );
}
}
/*
===================
idPlayerView::RenderPlayerView
===================
*/
void idPlayerView::RenderPlayerView( idUserInterface *hud ) {
const renderView_t *view = player->GetRenderView();
SingleView( hud, view );
// process the frame
if ( !player->objectiveSystemOpen )
fxManager->Process( &hackedView );
if ( !g_skipViewEffects.GetBool() && !player->objectiveSystemOpen )
DoPostFX();
// if the objective system is up, don't draw hud
if ( hud && !player->objectiveSystemOpen )
player->DrawHUD( hud );
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 );
}
prevTime = gameLocal.time; // sikk - update prevTime
}
#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 = 0.0f;
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 = 1.0f; break;
case FX_STATE_OFF: alpha = 0.0f; break;
case FX_STATE_RAMPUP: alpha = 1.0f - (float)( time - gameLocal.slow.time ) / msec; break;
case FX_STATE_RAMPDOWN: alpha = (float)( time - gameLocal.slow.time ) / msec; break;
}
if ( alpha > 0.0f )
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 if ( fader.GetAlpha() == 0 ) // latch the clear flag
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( 1.0f, 1.0f, 1.0f, 1.0f );
// capture pass
if ( clearAccumBuffer ) {
clearAccumBuffer = false;
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, acInitMaterials[level] );
} else {
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, acCaptureMaterials[level] );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, shiftScale.y, shiftScale.x, 0.0f, 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( 1.0f, 1.0f, 1.0f, 1.0f );
// draw pass
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, acDrawMaterials[level] );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, shiftScale.y, shiftScale.x, 0.0f, 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 if ( fader.GetAlpha() == 0 ) // latch the clear flag
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( 1.0f, 1.0f, 1.0f, 1.0f );
// capture pass
if ( clearAccumBuffer ) {
clearAccumBuffer = false;
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, acInitMaterials );
} else {
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, acCaptureMaterials );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, shiftScale.y, shiftScale.x, 0.0f, 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( 1.0f, 1.0f, 1.0f, 1.0f );
// draw pass
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, acDrawMaterials );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, shiftScale.y, shiftScale.x, 0.0f, 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 * ( 1.0f - interp );
mid2 = trans.outer2 * ( interp ) + trans.center * ( 1.0f - interp );
mid1_uv = trans.outer1 * 0.5f + trans.center * 0.5f;
mid2_uv = trans.outer2 * 0.5f + trans.center * 0.5f;
// 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 ) / 2.0f;
interp = 0.7f * ( 1 - interp ) + 0.3f * ( interp );
// draw the warps
center.x = 320.0f;
center.y = 240.0f;
radius = 200.0f;
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 / SCREEN_WIDTH;
p.outer1.w = 1 - ( p.outer1.y / SCREEN_HEIGHT );
p.outer2.x = center.x + x2 * radius;
p.outer2.y = center.y + y2 * radius;
p.outer2.z = p.outer2.x / SCREEN_WIDTH;
p.outer2.w = 1 - ( p.outer2.y / SCREEN_HEIGHT );
p.center.x = center.x;
p.center.y = center.y;
p.center.z = p.center.x / SCREEN_WIDTH;
p.center.w = 1 - ( p.center.y / SCREEN_HEIGHT );
// 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 = fxman->GetPlayer();
if ( player->PowerUpActive( ENVIROSUIT ) )
return true;
return false;
}
/*
==================
FullscreenFX_EnviroSuit::HighQuality
==================
*/
void FullscreenFX_EnviroSuit::HighQuality() {
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 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( 1.0f, 1.0f, 1.0f, 1.0f );
if ( gameLocal.fast.time < player->inventory.powerupEndTime[ BERSERK ] ) {
color.y = 0.0f;
color.z = 0.0f;
}
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( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, shift, shiftScale.y, shiftScale.x, 0.0f, material );
renderSystem->SetColor4( color.x, color.y, color.z, 0.5f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, shiftScale.y, ( 1.0f - shift ) * shiftScale.x, 0.0f, material );
}
/*
==================
FullscreenFX_InfluenceVision::Initialize
==================
*/
void FullscreenFX_InfluenceVision::Initialize() {
}
/*
==================
FullscreenFX_InfluenceVision::Active
==================
*/
bool FullscreenFX_InfluenceVision::Active() {
idPlayer *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, SCREEN_WIDTH, SCREEN_HEIGHT, 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 = 0.0f;
targetIntensity = 0.0f;
}
/*
==================
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 = 1.0f;
player = fxman->GetPlayer();
shiftScale = fxman->GetShiftScale();
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
// 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 < 0.0f )
step = -step;
currentIntensity += step;
}
// draw the blends
num = g_testBloomNumPasses.GetInteger();
for ( int i = 0; i < num; i++ ) {
float s1 = 0.0f, t1 = 0.0f, s2 = 1.0f, t2 = 1.0f;
float alpha;
// do the center scale
s1 -= 0.5f;
s1 *= shift;
s1 += 0.5f;
s1 *= shiftScale.x;
t1 -= 0.5f;
t1 *= shift;
t1 += 0.5f;
t1 *= shiftScale.y;
s2 -= 0.5f;
s2 *= shift;
s2 += 0.5f;
s2 *= shiftScale.x;
t2 -= 0.5f;
t2 *= shift;
t2 += 0.5f;
t2 *= shiftScale.y;
// draw it
if ( num == 1.0f )
alpha = 1.0f;
else
alpha = 1.0f - (float)i / ( num - 1.0f );
renderSystem->SetColor4( alpha, alpha, alpha, 1.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, 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( 0.0f, 0.0f );
}
/*
==================
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 < 1.0f ) {
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f - alpha );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, shiftScale.y, shiftScale.x, 0.0f, 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( 1.0f, 1.0f, 1.0f, 1.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, blendBackMaterial );
}
}
#endif
// sikk---> PostProcess Effects
/*
===================
idPlayerView::DoPostFX
===================
*/
void idPlayerView::DoPostFX() {
// screen space reflection stuff
//renderSystem->CaptureRenderToImage( "_currentRender" );
//renderSystem->CropRenderSize( 256, 128, true, true );
//renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 0.0f );
//renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, shiftScale.y, shiftScale.x, 0.0f, declManager->FindMaterial( "postProcess/ssReflection", false ) );
//renderSystem->CaptureRenderToImage( "_ssReflect" );
//renderSystem->UnCrop();
//renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, shiftScale.y, shiftScale.x, 0.0f, currentRenderMaterial );
bDepthRendered = false;
if ( r_useSoftShadows.GetBool() )
PostFX_SoftShadows();
else if ( bSoftShadows )
ResetShadows();
if ( r_useEdgeAA.GetBool() )
PostFX_EdgeAA();
if ( r_useCelShading.GetBool() )
PostFX_CelShading();
if ( r_useSSIL.GetBool() )
PostFX_SSIL();
if ( r_useSSAO.GetBool() )
PostFX_SSAO();
if ( r_useSunShafts.GetBool() )
PostFX_SunShafts();
if ( r_useHDR.GetBool() ) {
cvarSystem->SetCVarBool( "r_testARBProgram", true );
PostFX_HDR();
} else {
cvarSystem->SetCVarBool( "r_testARBProgram", false );
}
if ( r_useBloom.GetBool() )
PostFX_Bloom();
if ( r_useLensFlare.GetBool() )
PostFX_LensFlare();
if ( g_useExplosionFX.GetBool() )
PostFX_ExplosionFX();
if ( r_useDepthOfField.GetBool() )
PostFX_DoF();
if ( r_useMotionBlur.GetBool() )
PostFX_MotionBlur();
if ( player->PowerUpActive( ADRENALINE ) )
PostFX_AdrenalineVision();
if ( r_useColorGrading.GetBool() )
PostFX_ColorGrading();
if ( g_screenFrostTime.GetInteger() )
PostFX_ScreenFrost();
PostFX_ScreenBlobs();
PostFX_IRGoggles();
PostFX_ArmorPulse();
if ( bfgVision )
PostFX_BFGVision();
if ( !gameLocal.inCinematic )
PostFX_TunnelVision();
if ( r_useVignetting.GetBool() && !r_useHDR.GetBool() ) // HDR uses it's own vignette solution
PostFX_Vignetting();
if ( r_useFilmgrain.GetBool() )
PostFX_Filmgrain();
/*
if ( player->GetInfluenceMaterial() || player->GetInfluenceEntity() )
PostFX_InfluenceVision();
if ( g_doubleVision.GetBool() && gameLocal.time < dvFinishTime )
PostFX_DoubleVision();
if ( player->PowerUpActive( BERSERK ) )
PostFX_BerserkVision();
*/
// test a single material drawn over everything
if ( g_testPostProcess.GetString()[0] && !player->spectating ) {
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, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, mtr );
}
}
}
/*
===================
idPlayerView::RenderDepth
===================
*/
void idPlayerView::RenderDepth( bool bCrop ) {
// modify player related models in depth render.
if ( !player->IsHidden() && !pm_thirdPerson.GetBool() )
player->ToggleSuppression( true );
if ( bCrop && !bDepthRendered ) {
int nWidth = renderSystem->GetScreenWidth() / 2;
int nHeight = renderSystem->GetScreenHeight() / 2;
renderSystem->CropRenderSize( nWidth, nHeight, true );
// if ( r_useSoftShadows.GetBool() ) {
// renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, shiftScale.y, shiftScale.x, 0.0f, declManager->FindMaterial( "crop/depth", false ) );
// renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0, 1.0, 0.0f, declManager->FindMaterial( "crop/depth", false ) );
// renderSystem->CaptureRenderToImage( "_depth" );
// } else {
// set our depthView parms
renderView_t depthView = hackedView;
depthView.viewID = -8;
// depthView.globalMaterial = depthMaterial;
cvarSystem->SetCVarString( "r_materialOverride", "render/depth" );
// render scene
gameRenderWorld->RenderScene( &depthView );
// capture image for our depth buffer
renderSystem->CaptureRenderToImage( "_depth" );
cvarSystem->SetCVarString( "r_materialOverride", "" );
// }
renderSystem->UnCrop();
bDepthRendered = true;
} else if ( !bCrop ) { // uncropped depth is used specifically for soft shadows
// set our depthView parms
renderView_t depthView = hackedView;
depthView.viewID = -8;
depthView.globalMaterial = depthMaterial;
// render scene
gameRenderWorld->RenderScene( &depthView );
// capture image for our depth buffer
renderSystem->CaptureRenderToImage( "_ssDepth" );
}
// Restore player models
if ( !player->IsHidden() && !pm_thirdPerson.GetBool() && player->bViewModelsModified )
player->ToggleSuppression( false );
}
/*
===================
idPlayerView::RenderNormals
===================
*/
void idPlayerView::RenderNormals( bool bFace ) {
int nWidth = renderSystem->GetScreenWidth() / 2;
int nHeight = renderSystem->GetScreenHeight() / 2;
if ( bFace ) {
renderSystem->CropRenderSize( nWidth, nHeight, true );
renderSystem->SetColor4( g_fov.GetFloat(), 1.0f, 1.0f, bFace );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, normalsMaterial );
renderSystem->CaptureRenderToImage( "_normals" );
renderSystem->UnCrop();
} else {
// modify player related models in normals render.
if ( !player->IsHidden() && !pm_thirdPerson.GetBool() )
player->ToggleSuppression( true );
renderSystem->CropRenderSize( nWidth, nHeight, true );
// set our normalsView parms
renderView_t normalsView = hackedView;
normalsView.viewID = -8;
normalsView.globalMaterial = normalsMaterial;
// render scene
gameRenderWorld->RenderScene( &normalsView );
// capture image for our normals buffer
renderSystem->CaptureRenderToImage( "_normals" );
renderSystem->UnCrop();
// Restore player models
if ( !player->IsHidden() && !pm_thirdPerson.GetBool() && player->bViewModelsModified )
player->ToggleSuppression( false );
}
}
/*
===================
idPlayerView::PostFX_SoftShadows
===================
*/
void idPlayerView::PostFX_SoftShadows() {
bSoftShadows = true;
renderSystem->CaptureRenderToImage( "_currentRender" );
RenderDepth( false );
// create shadow mask texture
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 0.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, softShadowsMaterial );
renderSystem->CaptureRenderToImage( "_ssMask" );
// blur shadow mask texture and modulate scene in the same pass
if ( r_softShadowsBlurFilter.GetInteger() && r_softShadowsBlurFilter.GetInteger() < 4 ) {
renderSystem->SetColor4( r_softShadowsBlurScale.GetFloat(), r_softShadowsBlurEpsilon.GetFloat(), g_fov.GetFloat(), r_softShadowsBlurFilter.GetFloat() );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, softShadowsMaterial );
if ( r_softShadowsBlurFilter.GetInteger() == 3 ) {
renderSystem->CaptureRenderToImage( "_ssMask" );
renderSystem->SetColor4( r_softShadowsBlurScale.GetFloat(), r_softShadowsBlurEpsilon.GetFloat(), g_fov.GetFloat(), ( r_softShadowsBlurFilter.GetFloat() + 1.0f ) );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, softShadowsMaterial );
}
} else {
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 5.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, softShadowsMaterial );
}
}
/*
===============
idPlayerView::ToggleShadows
===============
*/
void idPlayerView::ToggleShadows( bool noShadows ) {
idEntity *ent;
idLight *light;
// handle player's flashlight specifically
if ( player->GetCurrentWeapon() == 11 ) {
if ( pm_thirdPerson.GetBool() ) {
renderLight_t *mf = player->weapon.GetEntity()->GetWorldMuzzleFlash();
int mfHandle = player->weapon.GetEntity()->GetWorldMuzzleFlashHandle();
mf->noShadows = noShadows;
if ( mfHandle != -1 )
gameRenderWorld->UpdateLightDef( mfHandle, mf );
} else {
renderLight_t *mf = player->weapon.GetEntity()->GetMuzzleFlash();
int mfHandle = player->weapon.GetEntity()->GetMuzzleFlashHandle();
mf->noShadows = noShadows;
if ( mfHandle != -1 )
gameRenderWorld->UpdateLightDef( mfHandle, mf );
}
}
for ( int i = 0; i < gameLocal.currentLights.Num(); i++ ) {
if ( gameLocal.entities[ gameLocal.currentLights[ i ] ] == NULL ) {
gameLocal.currentLights.RemoveIndex( i );
} else {
ent = gameLocal.entities[ gameLocal.currentLights[ i ] ];
if ( gameLocal.pvs.InCurrentPVS( playerPVS, ent->GetPVSAreas(), ent->GetNumPVSAreas() ) ) {
light = static_cast<idLight*>( ent );
light->GetRenderLight()->noShadows = noShadows;
light->UpdateShadowState();
} else {
light = static_cast<idLight*>( ent );
if ( light->GetRenderLight()->noShadows == true ) {
light->GetRenderLight()->noShadows = false;
light->UpdateShadowState();
}
}
}
}
}
/*
===============
idPlayerView::ResetShadows
===============
*/
void idPlayerView::ResetShadows() {
idEntity *ent;
idLight *light;
// handle player's flashlight specifically
if ( player->GetCurrentWeapon() == 11 ) {
if ( pm_thirdPerson.GetBool() ) {
renderLight_t *mf = player->weapon.GetEntity()->GetWorldMuzzleFlash();
int mfHandle = player->weapon.GetEntity()->GetWorldMuzzleFlashHandle();
mf->noShadows = false;
if ( mfHandle != -1 )
gameRenderWorld->UpdateLightDef( mfHandle, mf );
} else {
renderLight_t *mf = player->weapon.GetEntity()->GetMuzzleFlash();
int mfHandle = player->weapon.GetEntity()->GetMuzzleFlashHandle();
mf->noShadows = false;
if ( mfHandle != -1 )
gameRenderWorld->UpdateLightDef( mfHandle, mf );
}
}
for ( int i = 0; i < gameLocal.currentLights.Num(); i++ ) {
if ( gameLocal.entities[ gameLocal.currentLights[ i ] ] == NULL ) {
gameLocal.currentLights.RemoveIndex( i );
} else {
ent = gameLocal.entities[ gameLocal.currentLights[ i ] ];
light = static_cast<idLight*>( ent );
if ( light->GetRenderLight()->noShadows == true ) {
light->GetRenderLight()->noShadows = false;
light->UpdateShadowState();
}
}
}
bSoftShadows = false;
}
/*
===================
idPlayerView::PostFX_EdgeAA
===================
*/
void idPlayerView::PostFX_EdgeAA() {
renderSystem->CaptureRenderToImage( "_currentRender" );
renderSystem->SetColor4( r_edgeAASampleScale.GetFloat(), r_edgeAAFilterScale.GetFloat(), 1.0f, r_useEdgeAA.GetFloat() );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, edgeAAMaterial );
}
/*
===================
idPlayerView::PostFX_CelShading
===================
*/
void idPlayerView::PostFX_CelShading() {
renderSystem->CaptureRenderToImage( "_currentRender" );
RenderDepth( true );
renderSystem->SetColor4( r_celShadingScale.GetFloat(), r_celShadingThreshold.GetFloat(), 1.0f, r_celShadingMethod.GetInteger() );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, celShadingMaterial );
}
/*
===================
idPlayerView::PostFX_HDR
===================
*/
void idPlayerView::PostFX_HDR() {
float fElapsedTime = MS2SEC( gameLocal.time - prevTime );
int nBloomWidth = renderSystem->GetScreenWidth() / 4;
int nBloomHeight = renderSystem->GetScreenHeight() / 4;
int nGlareWidth = renderSystem->GetScreenWidth() / 8;
int nGlareHeight = renderSystem->GetScreenHeight() / 8;
// capture original scene image
renderSystem->CaptureRenderToImage( "_currentRender" );
// create lower res luminance map
renderSystem->CropRenderSize( 256, 256, true, true );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, shiftScale.y, shiftScale.x, 0.0f, currentRenderMaterial );
renderSystem->CaptureRenderToImage( "_hdrLum" );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, hdrLumBaseMaterial );
renderSystem->CaptureRenderToImage( "_hdrLum" );
renderSystem->CaptureRenderToImage( "_hdrLumAvg" );
renderSystem->UnCrop();
// create average scene luminance map by using a 4x4 downsampling chain and box-filtering
// Output will be a 1x1 pixel of the average luminance
for ( int i = 256; i > 1; i *= 0.5 ) {
renderSystem->CropRenderSize( i, i, true, true );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, hdrLumAverageMaterial );
renderSystem->CaptureRenderToImage( "_hdrLumAvg" );
renderSystem->UnCrop();
}
// create adapted luminance map based on current average luminance and previous adapted luminance maps
renderSystem->CropRenderSize( 2, 2, true, true );
renderSystem->SetColor4( r_hdrAdaptationRate.GetFloat(), fElapsedTime, r_hdrLumThresholdMin.GetFloat(), r_hdrLumThresholdMax.GetFloat() );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, hdrLumAdaptedMaterial );
renderSystem->CaptureRenderToImage( "_hdrLumAdpt" );
renderSystem->UnCrop();
if ( r_hdrGlareStyle.GetInteger() ) {
// perform bright pass filter on _currentRender for bloom/glare textures
renderSystem->CropRenderSize( nBloomWidth, nBloomHeight, true, true );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, shiftScale.y, shiftScale.x, 0.0f, currentRenderMaterial );
renderSystem->CaptureRenderToImage( "_hdrBloom" );
renderSystem->SetColor4( r_hdrBloomMiddleGray.GetFloat(), r_hdrBloomWhitePoint.GetFloat(), r_hdrBloomThreshold.GetFloat(), r_hdrBloomOffset.GetFloat() );
if ( r_hdrBloomToneMapper.GetInteger() == 0 )
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, hdrBrightPass1Material );
else if ( r_hdrBloomToneMapper.GetInteger() == 1 )
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, hdrBrightPass2Material );
else if ( r_hdrBloomToneMapper.GetInteger() == 2 )
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, hdrBrightPass3Material );
else if ( r_hdrBloomToneMapper.GetInteger() == 3 )
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, hdrBrightPass4Material );
else if ( r_hdrBloomToneMapper.GetInteger() == 4 )
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, hdrBrightPass5Material );
renderSystem->CaptureRenderToImage( "_hdrBloom" );
renderSystem->CaptureRenderToImage( "_hdrFlare" );
renderSystem->UnCrop();
// create bloom texture
for ( int i = 0; i < 2; i++ ) {
renderSystem->CropRenderSize( nBloomWidth, nBloomHeight, true, true );
renderSystem->SetColor4( r_hdrBloomSize.GetFloat(), 0.0f, 1.0f, 1.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, hdrBloomMaterial );
renderSystem->CaptureRenderToImage( "_hdrBloom" );
renderSystem->SetColor4( 0.0f, r_hdrBloomSize.GetFloat(), r_hdrBloomScale.GetFloat(), 1.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, hdrBloomMaterial );
renderSystem->CaptureRenderToImage( "_hdrBloom" );
renderSystem->UnCrop();
}
// create lens flare texture
if ( r_hdrFlareScale.GetFloat() ) {
renderSystem->CropRenderSize( nGlareWidth, nGlareHeight, true, true );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 1.0f, 0.0f, 0.0f, 1.0f, declManager->FindMaterial( "_hdrFlare" ) );
renderSystem->CaptureRenderToImage( "_hdrFlare" );
renderSystem->SetColor4( r_hdrFlareGamma.GetFloat(), 1.0f, 1.0f, 0.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, hdrFlareMaterial );
renderSystem->CaptureRenderToImage( "_hdrFlare" );
renderSystem->SetColor4( r_hdrFlareSize.GetFloat(), 1.0f, 1.0f, 1.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, hdrFlareMaterial );
renderSystem->CaptureRenderToImage( "_hdrFlare" );
renderSystem->SetColor4( DEG2RAD( r_hdrFlareSize.GetFloat() ), 1.0f, 1.0f, 2.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, hdrFlareMaterial );
renderSystem->CaptureRenderToImage( "_hdrFlare" );
renderSystem->SetColor4( DEG2RAD( r_hdrFlareSize.GetFloat() ), r_hdrFlareScale.GetFloat(), 1.0f, 2.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, hdrFlareMaterial );
renderSystem->CaptureRenderToImage( "_hdrFlare" );
renderSystem->UnCrop();
}
}
// create glare textures
if ( r_hdrGlareStyle.GetInteger() == 0 ) {
// bloom off (clear textures)
renderSystem->CropRenderSize( 1, 1, true, true );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, blackMaterial );
renderSystem->CaptureRenderToImage( "_hdrBloom" );
renderSystem->CaptureRenderToImage( "_hdrFlare" );
renderSystem->CaptureRenderToImage( "_hdrGlare" );
renderSystem->UnCrop();
} else if ( r_hdrGlareStyle.GetInteger() == 1 ) {
// natural bloom (clear just _hdrGlare)
renderSystem->CropRenderSize( 1, 1, true, true );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, blackMaterial );
renderSystem->CaptureRenderToImage( "_hdrGlare" );
renderSystem->UnCrop();
} else if ( r_hdrGlareStyle.GetInteger() > 1 ) {
int nGlareBlend = 0;
idVec3 v3GlareParm;
v3GlareParm.Zero();
// crop _hdrBloom1 for glare textures
renderSystem->CropRenderSize( nGlareWidth, nGlareHeight, true, true );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, declManager->FindMaterial( "_hdrBloom" ) );
renderSystem->CaptureRenderToImage( "_hdrGlareX" );
renderSystem->CaptureRenderToImage( "_hdrGlareY" );
renderSystem->CaptureRenderToImage( "_hdrGlareZ" );
if ( r_hdrGlareStyle.GetInteger() == 2 ) { // star glare
v3GlareParm = idVec3( 0.0f, 1.0, -1.0f );
nGlareBlend = 2;
} else if ( r_hdrGlareStyle.GetInteger() == 3 ) { // cross glare
v3GlareParm = idVec3( 2.0f, 3.0, -1.0f );
nGlareBlend = 2;
} else if ( r_hdrGlareStyle.GetInteger() == 4 ) { // snow cross glare
v3GlareParm = idVec3( 4.0f, 5.0, 6.0f );
nGlareBlend = 3;
} else if ( r_hdrGlareStyle.GetInteger() == 5 ) { // horizontal glare
v3GlareParm = idVec3( 7.0f, -1.0, -1.0f );
nGlareBlend = 0;
} else if ( r_hdrGlareStyle.GetInteger() == 6 ) { // vertical glare
v3GlareParm = idVec3( -1.0f, 8.0, -1.0f );
nGlareBlend = 1;
} else if ( r_hdrGlareStyle.GetInteger() == 7 ) { // star glare with chromatic abberation
v3GlareParm = idVec3( 9.0f, 10.0, -1.0f );
nGlareBlend = 2;
} else if ( r_hdrGlareStyle.GetInteger() == 8 ) { // cross glare with chromatic abberation
v3GlareParm = idVec3( 11.0f, 12.0, -1.0f );
nGlareBlend = 2;
} else if ( r_hdrGlareStyle.GetInteger() == 9 ) { // snow cross glare with chromatic abberation
v3GlareParm = idVec3( 13.0f, 14.0, 15.0f );
nGlareBlend = 3;
} else if ( r_hdrGlareStyle.GetInteger() == 10 ) { // horizontal glare with chromatic abberation
v3GlareParm = idVec3( 16.0f, -1.0, -1.0f );
nGlareBlend = 0;
} else if ( r_hdrGlareStyle.GetInteger() == 11 ) { // vertical glare with chromatic abberation
v3GlareParm = idVec3( -1.0f, 17.0, -1.0f );
nGlareBlend = 1;
}
for ( int i = 1; i <= 3; i++ ) {
if ( v3GlareParm.x >= 0.0f ) {
renderSystem->SetColor4( r_hdrGlareSize.GetFloat(), i, 1.0f, v3GlareParm.x );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, hdrGlareMaterial );
renderSystem->CaptureRenderToImage( "_hdrGlareX" );
}
if ( v3GlareParm.y >= 0.0f ) {
renderSystem->SetColor4( r_hdrGlareSize.GetFloat(), i, 1.0f, v3GlareParm.y );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, hdrGlareMaterial );
renderSystem->CaptureRenderToImage( "_hdrGlareY" );
}
if ( v3GlareParm.z >= 0.0f ) {
renderSystem->SetColor4( r_hdrGlareSize.GetFloat(), i, 1.0f, v3GlareParm.z );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, hdrGlareMaterial );
renderSystem->CaptureRenderToImage( "_hdrGlareZ" );
}
}
// blend glare textures and capture to a single texture
renderSystem->SetColor4( r_hdrGlareScale.GetFloat(), 1.0f, nGlareBlend, 18.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, hdrGlareMaterial );
renderSystem->CaptureRenderToImage( "_hdrGlare" );
renderSystem->UnCrop();
}
if ( r_hdrDither.GetBool() ) {
float size = 16.0f * r_hdrDitherSize.GetFloat();
renderSystem->SetColor4( renderSystem->GetScreenWidth() / size, renderSystem->GetScreenHeight() / size, 1.0f, -1.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, hdrFinalMaterial );
renderSystem->CaptureRenderToImage( "_hdrDither" );
} else {
renderSystem->CropRenderSize( 1, 1, true, true );
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, -2.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, hdrFinalMaterial );
renderSystem->CaptureRenderToImage( "_hdrDither" );
renderSystem->UnCrop();
}
// perform final tone mapping
renderSystem->SetColor4( r_hdrMiddleGray.GetFloat(), r_hdrWhitePoint.GetFloat(), r_hdrBlueShiftFactor.GetFloat(), r_hdrToneMapper.GetInteger() + 5 * r_useVignetting.GetBool() );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, hdrFinalMaterial );
}
/*
===================
idPlayerView::PostFX_Bloom
===================
*/
void idPlayerView::PostFX_Bloom() {
// determine bloom buffer size
int nBufferSize = 32;
for ( int i = 0; i < r_bloomBufferSize.GetInteger() && i < 5; i++ )
nBufferSize <<= 1;
renderSystem->CaptureRenderToImage( "_currentRender" );
// create bloom texture
renderSystem->CropRenderSize( nBufferSize, nBufferSize, true, true );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, shiftScale.y, shiftScale.x, 0.0f, currentRenderMaterial );
renderSystem->CaptureRenderToImage( "_bloom" );
renderSystem->SetColor4( r_bloomGamma.GetFloat(), 1.0f, 1.0f, 0.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, bloomMaterial );
renderSystem->CaptureRenderToImage( "_bloom" );
for ( int i = 0; i < r_bloomBlurIterations.GetInteger(); i++ ) {
renderSystem->SetColor4( r_bloomBlurScaleX.GetFloat(), 1.0f, 1.0f, 1.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, bloomMaterial );
renderSystem->CaptureRenderToImage( "_bloom" );
renderSystem->SetColor4( r_bloomBlurScaleY.GetFloat(), 1.0f, 1.0f, 2.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, bloomMaterial );
renderSystem->CaptureRenderToImage( "_bloom" );
}
renderSystem->UnCrop();
// blend original and bloom textures
renderSystem->SetColor4( r_bloomScale.GetFloat(), 1.0f, 1.0f, 3.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, bloomMaterial );
}
/*
===================
idPlayerView::PostFX_SSIL
===================
*/
void idPlayerView::PostFX_SSIL() {
int nWidth = renderSystem->GetScreenWidth() / 2.0f;
int nHeight = renderSystem->GetScreenHeight() / 2.0f;
renderSystem->CaptureRenderToImage( "_currentRender" );
RenderDepth( true );
RenderNormals( false );
renderSystem->CropRenderSize( nWidth, nHeight, true, true );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, shiftScale.y, shiftScale.x, 0.0f, currentRenderMaterial );
renderSystem->CaptureRenderToImage( "_ssil" );
renderSystem->SetColor4( r_ssilRadius.GetFloat(), r_ssilAmount.GetFloat(), 1.0f, 0.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, ssilMaterial );
renderSystem->CaptureRenderToImage( "_ssil" );
// blur ssil buffer
for ( int i = 0; i < r_ssilBlurQuality.GetInteger(); i++ ) {
renderSystem->SetColor4( r_ssilBlurScale.GetFloat(), 0.0f, r_ssilBlurEpsilon.GetFloat(), ( r_ssilBlurMethod.GetFloat() + 1.0f ) );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, ssilMaterial );
renderSystem->CaptureRenderToImage( "_ssil" );
renderSystem->SetColor4( 0.0f, r_ssilBlurScale.GetFloat(), r_ssilBlurEpsilon.GetFloat(), ( r_ssilBlurMethod.GetFloat() + 1.0f ) );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, ssilMaterial );
renderSystem->CaptureRenderToImage( "_ssil" );
}
renderSystem->UnCrop();
// blend scene with ssil buffer
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 3.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, ssilMaterial );
}
/*
===================
idPlayerView::PostFX_SSAO
===================
*/
void idPlayerView::PostFX_SSAO() {
int nWidth = renderSystem->GetScreenWidth() / 2.0f;
int nHeight = renderSystem->GetScreenHeight() / 2.0f;
renderSystem->CaptureRenderToImage( "_currentRender" );
RenderDepth( true );
renderSystem->CropRenderSize( nWidth, nHeight, true );
// sample occlusion using our depth buffer
renderSystem->SetColor4( r_ssaoRadius.GetFloat(), r_ssaoBias.GetFloat(), r_ssaoAmount.GetFloat(), ( r_ssaoMethod.GetFloat() < 0.0f ? 0.0f : r_ssaoMethod.GetFloat() ) );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, ssaoMaterial );
renderSystem->CaptureRenderToImage( "_ssao" );
// blur ssao buffer
for ( int i = 0; i < r_ssaoBlurQuality.GetInteger(); i++ ) {
renderSystem->SetColor4( r_ssaoBlurScale.GetFloat(), 0.0f, r_ssaoBlurEpsilon.GetFloat(), -( r_ssaoBlurMethod.GetFloat() + 1.0f ) );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, ssaoMaterial );
renderSystem->CaptureRenderToImage( "_ssao" );
if ( r_ssaoBlurMethod.GetInteger() >= 2 ) {
renderSystem->SetColor4( 0.0f, r_ssaoBlurScale.GetFloat(), r_ssaoBlurEpsilon.GetFloat(), -( r_ssaoBlurMethod.GetFloat() + 1.0f ) );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, ssaoMaterial );
renderSystem->CaptureRenderToImage( "_ssao" );
}
}
renderSystem->UnCrop();
// modulate scene with ssao buffer
renderSystem->SetColor4( r_ssaoBlendPower.GetFloat(), r_ssaoBlendScale.GetFloat(), 1.0f, -5.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, ssaoMaterial );
}
/*
===================
idPlayerView::PostFX_SunShafts
===================
*/
void idPlayerView::PostFX_SunShafts() {
idMat3 axis;
idVec3 origin;
idVec3 viewVector[3];
player->GetViewPos( origin, axis );
player->viewAngles.ToVectors( &viewVector[0], &viewVector[1], &viewVector[2] );
idVec3 sunOrigin = idVec3( r_sunOriginX.GetFloat(), r_sunOriginY.GetFloat(), r_sunOriginZ.GetFloat() ) ;
idVec3 dist = origin - sunOrigin;
float length = dist.Length();
idVec3 sunVector = dist / length;
float VdotS[3];
for ( int i = 0; i < 3; i++ ) {
VdotS[i] = viewVector[i] * -sunVector;
}
// float sign = VdotS[0];
// VdotS[0] = idMath::ClampFloat( 0.0f, 1.0f, VdotS[0] );
idVec3 ndc;
renderSystem->GlobalToNormalizedDeviceCoordinates( sunOrigin, ndc );
ndc.x = ndc.x * 0.5 + 0.5;
ndc.y = ndc.y * 0.5 + 0.5;
int nWidth = renderSystem->GetScreenWidth() / 2.0f;
int nHeight = renderSystem->GetScreenHeight() / 2.0f;
renderSystem->CaptureRenderToImage( "_currentRender" );
RenderDepth( true );
renderSystem->CropRenderSize( nWidth, nHeight, true, true );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, shiftScale.y, shiftScale.x, 0.0f, currentRenderMaterial );
renderSystem->CaptureRenderToImage( "_sunShafts" );
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, sunShaftsMaterial );
renderSystem->CaptureRenderToImage( "_sunShafts" );
renderSystem->SetColor4( VdotS[0], 1.0f, 1.0f, 2.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, sunShaftsMaterial );
renderSystem->CaptureRenderToImage( "_sunShaftsMask" );
// blur textures
for ( int i = 0; i < r_sunShaftsQuality.GetInteger(); i++ ) {
renderSystem->SetColor4( r_sunShaftsSize.GetFloat(), ndc.x, ndc.y, 3.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, sunShaftsMaterial );
renderSystem->CaptureRenderToImage( "_sunShafts" );
renderSystem->SetColor4( r_sunShaftsSize.GetFloat(), ndc.x, ndc.y, 4.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, sunShaftsMaterial );
renderSystem->CaptureRenderToImage( "_sunShaftsMask" );
}
renderSystem->UnCrop();
// add mask to scene
renderSystem->SetColor4( r_sunShaftsStrength.GetFloat(), r_sunShaftsMaskStrength.GetFloat(), 1.0f, 5.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, sunShaftsMaterial );
}
/*
===================
idPlayerView::PostFX_LensFlare
===================
*/
void idPlayerView::PostFX_LensFlare() {
idMat3 axis;
idVec3 origin;
idVec3 viewVector[3];
player->GetViewPos( origin, axis );
player->viewAngles.ToVectors( &viewVector[0], &viewVector[1], &viewVector[2] );
idVec3 sunOrigin = idVec3( r_sunOriginX.GetFloat(), r_sunOriginY.GetFloat(), r_sunOriginZ.GetFloat() ) ;
idVec3 dist = origin - sunOrigin;
idVec3 sunVector = dist / dist.Length();
float VdotS[ 3 ];
for ( int i = 0; i < 3; i++ ) {
VdotS[ i ] = viewVector[ i ] * -sunVector;
}
VdotS[ 0 ] = idMath::ClampFloat( 0.0f, 1.0f, VdotS[ 0 ] );
VdotS[ 0 ] *= VdotS[ 0 ];
if ( VdotS[ 0 ] > 0 ) {
trace_t trace;
gameLocal.clip.TracePoint( trace, origin, sunOrigin, MASK_SOLID, player );
if ( trace.c.material->NoFragment() || trace.fraction == 1.0f ) { // Trace succeeded, or it hit a skybox
float strength = VdotS[ 0 ] * r_lensFlareStrength.GetFloat();
float length;
idVec3 ndc;
idVec2 ssDir, ssDist, uv;
renderSystem->GlobalToNormalizedDeviceCoordinates( sunOrigin, ndc );
ndc.x = ndc.x * 0.5f + 0.5f;
ndc.y = 1.0f - ( ndc.y * 0.5f + 0.5f );
ssDist.x = 0.5f - ndc.x;
ssDist.y = 0.5f - ndc.y;
length = ssDist.Length();
ssDir = ssDist / length;
// Draw a lens flare on the screen
uv.x = ( ndc.x * SCREEN_WIDTH ) - 256.0f;
uv.y = ( ndc.y * SCREEN_HEIGHT ) - 256.0f;
renderSystem->SetColor4( VdotS[ 0 ], VdotS[ 0 ], VdotS[ 0 ], 0.0f );
renderSystem->DrawStretchPic( uv.x, uv.y, 512.0f, 512.0f, 0.0f, 1.0f, 1.0f, 0.0f, lensFlareMaterial );
uv.x = ( ( length * -1.25f * ssDir.x + 0.5f ) * SCREEN_WIDTH ) - 32.0f;
uv.y = ( ( length * -1.25f * ssDir.y + 0.5f ) * SCREEN_HEIGHT ) - 32.0f;
renderSystem->SetColor4( strength * 0.1, strength * 0.3, strength * 1.0, 1.0f );
renderSystem->DrawStretchPic( uv.x, uv.y, 64.0f, 64.0f, 0.0f, 1.0f, 1.0f, 0.0f, lensFlareMaterial );
uv.x = ( ( length * 0.05f * ssDir.x + 0.5f ) * SCREEN_WIDTH ) - 16.0f;
uv.y = ( ( length * 0.05f * ssDir.y + 0.5f ) * SCREEN_HEIGHT ) - 16.0f;
renderSystem->SetColor4( strength * 0.1, strength * 0.3, strength * 1.0, 1.0f );
renderSystem->DrawStretchPic( uv.x, uv.y, 32.0f, 32.0f, 0.0f, 1.0f, 1.0f, 0.0f, lensFlareMaterial );
uv.x = ( ( length * -0.3333f * ssDir.x + 0.5f ) * SCREEN_WIDTH ) - 16.0f;
uv.y = ( ( length * -0.3333f * ssDir.y + 0.5f ) * SCREEN_HEIGHT ) - 16.0f;
renderSystem->SetColor4( strength * 0.1, strength * 0.3, strength * 1.0, 2.0f );
renderSystem->DrawStretchPic( uv.x, uv.y, 32.0f, 32.0f, 0.0f, 1.0f, 1.0f, 0.0f, lensFlareMaterial );
uv.x = ( ( length * 0.75f * ssDir.x + 0.5f ) * SCREEN_WIDTH ) - 64.0f;
uv.y = ( ( length * 0.75f * ssDir.y + 0.5f ) * SCREEN_HEIGHT ) - 64.0f;
renderSystem->SetColor4( strength * 0.1, strength * 0.3, strength * 1.0, 2.0f );
renderSystem->DrawStretchPic( uv.x, uv.y, 128.0f, 128.0f, 0.0f, 1.0f, 1.0f, 0.0f, lensFlareMaterial );
uv.x = ( ( length * 0.15f * ssDir.x + 0.5f ) * SCREEN_WIDTH ) - 32.0;
uv.y = ( ( length * 0.15f * ssDir.y + 0.5f ) * SCREEN_HEIGHT ) - 32.0f;
renderSystem->SetColor4( strength * 0.1, strength * 0.3, strength * 1.0, 3.0f );
renderSystem->DrawStretchPic( uv.x, uv.y, 64.0f, 64.0f, 0.0f, 1.0f, 1.0f, 0.0f, lensFlareMaterial );
uv.x = ( ( length * -0.6f * ssDir.x + 0.5f ) * SCREEN_WIDTH ) - 16.0;
uv.y = ( ( length * -0.6f * ssDir.y + 0.5f ) * SCREEN_HEIGHT ) - 16.0f;
renderSystem->SetColor4( strength * 0.1, strength * 0.3, strength * 1.0, 3.0f );
renderSystem->DrawStretchPic( uv.x, uv.y, 32.0f, 32.0f, 0.0f, 1.0f, 1.0f, 0.0f, lensFlareMaterial );
uv.x = ( ( length * -0.1f * ssDir.x + 0.5f ) * SCREEN_WIDTH ) - 16.0;
uv.y = ( ( length * -0.1f * ssDir.y + 0.5f ) * SCREEN_HEIGHT ) - 16.0f;
renderSystem->SetColor4( strength * 0.1, strength * 0.3, strength * 1.0, 3.0f );
renderSystem->DrawStretchPic( uv.x, uv.y, 32.0f, 32.0f, 0.0f, 1.0f, 1.0f, 0.0f, lensFlareMaterial );
uv.x = ( ( length * 0.4f * ssDir.x + 0.5f ) * SCREEN_WIDTH ) - 16.0f;
uv.y = ( ( length * 0.4f * ssDir.y + 0.5f ) * SCREEN_HEIGHT ) - 16.0f;
renderSystem->SetColor4( strength * 0.1, strength * 0.3, strength * 1.0, 4.0f );
renderSystem->DrawStretchPic( uv.x, uv.y, 32.0f, 32.0f, 0.0f, 1.0f, 1.0f, 0.0f, lensFlareMaterial );
uv.x = ( ( length * -0.4f * ssDir.x + 0.5f ) * SCREEN_WIDTH ) - 32.0f;
uv.y = ( ( length * -0.4f * ssDir.y + 0.5f ) * SCREEN_HEIGHT ) - 32.0f;
renderSystem->SetColor4( strength * 0.1, strength * 0.3, strength * 1.0, 4.0f );
renderSystem->DrawStretchPic( uv.x, uv.y, 64.0f, 64.0f, 0.0f, 1.0f, 1.0f, 0.0f, lensFlareMaterial );
uv.x = ( ( length * 0.5f * ssDir.x + 0.5f ) * SCREEN_WIDTH ) - 128.0f;
uv.y = ( ( length * 0.5f * ssDir.y + 0.5f ) * SCREEN_HEIGHT ) - 128.0f;
renderSystem->SetColor4( strength * 0.1, strength * 0.3, strength * 1.0, 5.0f );
renderSystem->DrawStretchPic( uv.x, uv.y, 256.0f, 256.0f, 0.0f, 1.0f, 1.0f, 0.0f, lensFlareMaterial );
}
}
}
/*
===================
idPlayerView::PostFX_DoF
===================
*/
void idPlayerView::PostFX_DoF() {
if ( r_useDepthOfField.GetInteger() == 1 && !gameLocal.inCinematic ) {
trace_t trace;
idVec3 start = hackedView.vieworg;
idVec3 end = start + hackedView.viewaxis.ToAngles().ToForward() * 8192.0f;
gameLocal.clip.TracePoint( trace, start, end, MASK_SHOT_RENDERMODEL, player );
focusDistance = focusDistance * 0.9 + trace.fraction * 0.1;
}
if ( DoFConditionCheck() ) {
int nWidth = renderSystem->GetScreenWidth() / 2.0f;
int nHeight = renderSystem->GetScreenHeight() / 2.0f;
renderSystem->CaptureRenderToImage( "_currentRender" );
RenderDepth( true );
renderSystem->CropRenderSize( nWidth, nHeight, true, true );
if ( r_useDepthOfField.GetInteger() == 2 )
renderSystem->SetColor4( r_dofNear.GetInteger(), r_dofFocus.GetInteger(), r_dofFar.GetInteger(), 2.0f );
else if ( gameLocal.inCinematic )
renderSystem->SetColor4( r_dofNear.GetInteger(), r_dofFocus.GetInteger(), r_dofFar.GetInteger(), 2.0f ); // don't blur in front of the focal plane for cinematics
else if ( player->weapon.GetEntity()->IsReloading() )
renderSystem->SetColor4( -1.0f, 0.5f, 64.0f, 2.0f ); // use specific settings for reloading dof
else if ( player->bIsZoomed )
renderSystem->SetColor4( focusDistance, 1.0f, 1.0f, 1.0f ); // zoom uses a mask texture
else
renderSystem->SetColor4( focusDistance, 1.0f, 1.0f, 0.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, dofMaterial );
renderSystem->CaptureRenderToImage( "_dof" );
renderSystem->UnCrop();
// blur scene using our depth of field mask
renderSystem->SetColor4( r_dofBlurScale.GetFloat(), r_dofBlurQuality.GetInteger(), 1.0f, 3.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, dofMaterial );
if ( r_dofBlurQuality.GetInteger() == 2 ) {
renderSystem->CaptureRenderToImage( "_currentRender" );
renderSystem->SetColor4( r_dofBlurScale.GetFloat(), r_dofBlurQuality.GetInteger() + 2.0f, 1.0f, 3.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, dofMaterial );
}
}
}
/*
===================
idPlayerView::DoFConditionCheck
===================
*/
bool idPlayerView::DoFConditionCheck() {
if ( r_dofConditionCinematic.GetBool() && gameLocal.inCinematic ||
r_dofConditionGUI.GetBool() && player->GuiActive() ||
r_dofConditionReload.GetBool() && player->weapon.GetEntity()->IsReloading() ||
r_dofConditionTalk.GetBool() && player->GetTalkCursor() ||
r_dofConditionZoom.GetBool() && player->bIsZoomed ||
r_dofConditionAlways.GetBool() )
return true;
else
return false;
}
/*
===================
idPlayerView::PostFX_MotionBlur
===================
*/
void idPlayerView::PostFX_MotionBlur() {
float fFPS = idMath::ClampFloat( 0.0f, 1.0f, 1.0f / ( (float)( gameLocal.time - prevTime ) * 0.06f ) );
if ( r_useMotionBlur.GetInteger() > 1 ) {
renderSystem->CaptureRenderToImage( "_currentRender" );
renderSystem->SetColor4( r_motionBlurLerp.GetFloat() * fFPS, 1.0f, 1.0f, 0.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, motionBlurMaterial );
renderSystem->CaptureRenderToImage( "_prevRender" );
}
if ( MBConditionCheck() && ( r_useMotionBlur.GetInteger() == 1 || r_useMotionBlur.GetInteger() == 3 ) ) {
int nWidth = renderSystem->GetScreenWidth() / 2.0f;
int nHeight = renderSystem->GetScreenHeight() / 2.0f;
int nQuality = idMath::ClampInt( 1, 4, r_motionBlurQuality.GetInteger() );
float parm[6];
parm[0] = player->viewAngles.yaw - prevViewAngles.yaw;
parm[1] = player->viewAngles.pitch - prevViewAngles.pitch;
if ( parm[0] > 180.0f ) {
parm[0] -= 360.0f;
prevViewAngles.yaw += 360.0f;
}
if ( parm[0] < -180.0f ) {
parm[0] += 360.0f;
prevViewAngles.yaw -= 360.0f;
}
parm[0] = idMath::ClampFloat( -r_motionBlurMaxThreshold.GetInteger(), r_motionBlurMaxThreshold.GetInteger(), parm[0] );
parm[1] = idMath::ClampFloat( -r_motionBlurMaxThreshold.GetInteger(), r_motionBlurMaxThreshold.GetInteger(), parm[1] );
float f = idMath::Fabs( player->viewAngles.pitch ) / 90.0f * 0.5f;
parm[2] = player->viewAngles.pitch < 0.0f ? 1.0f - f : f;
parm[3] = idMath::Fabs( parm[0] ) > idMath::Fabs( parm[1] ) ? idMath::Fabs( player->viewAngles.pitch ) / 90.0f : 0.0f;
parm[4] = r_motionBlurFactor.GetFloat();
parm[0] *= r_motionBlurScale.GetFloat() * fFPS;
parm[1] *= r_motionBlurScale.GetFloat() * fFPS;
renderSystem->CaptureRenderToImage( "_currentRender" );
RenderDepth( true );
renderSystem->CropRenderSize( nWidth, nHeight, true, true );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, shiftScale.y, shiftScale.x, 0.0f, currentRenderMaterial );
renderSystem->CaptureRenderToImage( "_mbXY" );
renderSystem->CaptureRenderToImage( "_mbZ" );
for ( int i = 0; i < nQuality; i++ ) {
renderSystem->SetColor4( parm[0], parm[1], r_motionBlurMaskDistance.GetFloat(), 1.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, motionBlurMaterial );
renderSystem->CaptureRenderToImage( "_mbXY" );
renderSystem->SetColor4( parm[0], parm[2], r_motionBlurMaskDistance.GetFloat(), 2.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, motionBlurMaterial );
renderSystem->CaptureRenderToImage( "_mbZ" );
}
renderSystem->UnCrop();
renderSystem->SetColor4( parm[3], parm[4], r_motionBlurMaskDistance.GetFloat(), 3.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, motionBlurMaterial );
}
float fLerp = 0.5f;//idMath::ClampFloat( 0.0f, 0.99f, r_motionBlurLerp.GetFloat() );
prevViewAngles = prevViewAngles * fLerp + player->viewAngles * ( 1.0 - fLerp );
}
/*
===================
idPlayerView::MBConditionCheck
===================
*/
bool idPlayerView::MBConditionCheck() {
int nThreshold = r_motionBlurMinThreshold.GetInteger() < 1 ? 1 : r_motionBlurMinThreshold.GetInteger();
if ( gameLocal.inCinematic || player->GuiActive() || ( gameLocal.time - prevTime ) > SEC2MS( 1.0f / r_motionBlurFPSThreshold.GetFloat() ) )
return false;
if ( ( player->viewAngles.pitch >= prevViewAngles.pitch + nThreshold ) ||
( player->viewAngles.pitch <= prevViewAngles.pitch - nThreshold ) ||
( player->viewAngles.yaw >= prevViewAngles.yaw + nThreshold ) ||
( player->viewAngles.yaw <= prevViewAngles.yaw - nThreshold ) )
return true;
else
return false;
}
/*
===================
idPlayerView::PostFX_ColorGrading
===================
*/
void idPlayerView::PostFX_ColorGrading() {
int nWidth = renderSystem->GetScreenWidth() / 2.0f;
int nHeight = renderSystem->GetScreenHeight() / 2.0f;
renderSystem->CaptureRenderToImage( "_currentRender" );
// unsharp mask buffer
renderSystem->CropRenderSize( nWidth, nHeight, true, true );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, shiftScale.y, shiftScale.x, 0.0f, currentRenderMaterial );
renderSystem->CaptureRenderToImage( "_blurRender" );
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 0.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, colorGradingMaterial );
renderSystem->CaptureRenderToImage( "_blurRender" );
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, colorGradingMaterial );
renderSystem->CaptureRenderToImage( "_blurRender" );
renderSystem->UnCrop();
renderSystem->SetColor4( r_colorGradingParm.GetInteger(), r_colorGradingSharpness.GetFloat(), 1.0f, ( r_colorGradingType.GetFloat() + 2.0f ) );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, colorGradingMaterial );
}
/*
===================
idPlayerView::PostFX_ExplosionFX
===================
*/
void idPlayerView::PostFX_ExplosionFX() {
if ( gameLocal.explosionTime >= gameLocal.time ) {
idMat3 axis;
idVec3 origin;
idVec3 viewVector[3];
player->GetViewPos( origin, axis );
player->viewAngles.ToVectors( &viewVector[0], &viewVector[1], &viewVector[2] );
idVec3 expOrigin = gameLocal.explosionOrigin;
idVec3 dist = origin - expOrigin;
float length = dist.Length();
idVec3 expVector = dist / length;
float VdotE = idMath::ClampFloat( 0.0f, 1.0f, viewVector[ 0 ] * -expVector );
idVec3 ndc;
renderSystem->GlobalToNormalizedDeviceCoordinates( gameLocal.explosionOrigin, ndc );
renderSystem->CaptureRenderToImage( "_currentRender" );
ndc.x = ndc.x * 0.5 + 0.5;
ndc.y = ndc.y * 0.5 + 0.5;
float time = (float)gameLocal.explosionTime - (float)gameLocal.time;
float radius = idMath::ClampFloat( 0.0f, 1.0f, gameLocal.explosionRadius / 200.0f );
float damage = idMath::ClampFloat( 0.0f, 1.0f, gameLocal.explosionDamage / 250.0f );
float distance = 1.0f - idMath::ClampFloat( 0.0f, 1.0f, length / 1024.0f );
float atten = idMath::ClampFloat( 0.0f, 1.0f, time / ( g_explosionFXTime.GetFloat() * 1000 ) );
float scale = radius * damage * distance * atten * VdotE * g_explosionFXScale.GetFloat();
renderSystem->SetColor4( ndc.x, ndc.y, scale, 1.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, explosionFXMaterial );
}
}
/*
===================
idPlayerView::PostFX_IRGoggles
===================
*/
void idPlayerView::PostFX_IRGoggles() {
if ( player->bIRGogglesOn && !player->PowerUpActive( BERSERK ) ) {
renderSystem->CaptureRenderToImage( "_currentRender" );
renderSystem->SetColor4( renderSystem->GetScreenWidth() / 256.0f, renderSystem->GetScreenHeight() / 256.0f, 1.0f, g_goggleType.GetFloat() );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, irGogglesMaterial );
}
}
/*
===================
idPlayerView::PostFX_ScreenFrost
===================
*/
void idPlayerView::PostFX_ScreenFrost() {
float alpha = player->nScreenFrostAlpha / ( g_screenFrostTime.GetFloat() * 60.0f );
if ( alpha ) {
renderSystem->CaptureRenderToImage( "_currentRender" );
renderSystem->SetColor4( alpha, 1.0f, 1.0f, 1.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, screenFrostMaterial );
}
}
/*
===================
idPlayerView::PostFX_Vignetting
===================
*/
void idPlayerView::PostFX_Vignetting() {
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, vignettingMaterial );
}
/*
===================
idPlayerView::PostFX_Filmgrain
===================
*/
void idPlayerView::PostFX_Filmgrain() {
float size = 128.0f * r_filmgrainScale.GetFloat();
renderSystem->SetColor4( renderSystem->GetScreenWidth() / size, renderSystem->GetScreenHeight() / size, r_filmgrainStrength.GetFloat(), r_filmgrainBlendMode.GetInteger() );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, filmgrainMaterial );
}
/*
===================
idPlayerView::PostFX_AdrenalineVision
===================
*/
void idPlayerView::PostFX_AdrenalineVision() {
int nWidth = renderSystem->GetScreenWidth() / 2.0f;
int nHeight = renderSystem->GetScreenHeight() / 2.0f;
renderSystem->CaptureRenderToImage( "_currentRender" );
// unsharp mask buffer
renderSystem->CropRenderSize( nWidth, nHeight, true, true );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, shiftScale.y, shiftScale.x, 0.0f, currentRenderMaterial );
renderSystem->CaptureRenderToImage( "_blurRender" );
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 0.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, adrenalineMaterial );
renderSystem->CaptureRenderToImage( "_blurRender" );
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, adrenalineMaterial );
renderSystem->CaptureRenderToImage( "_blurRender" );
renderSystem->UnCrop();
int adrenalTime = player->inventory.powerupEndTime[ ADRENALINE ] - gameLocal.time;
float alpha = ( adrenalTime < 10000 ) ? (float)adrenalTime / 10000 : 1.0f;
alpha = ( alpha < 0.0f ) ? 0.0f : alpha;
renderSystem->SetColor4( alpha, ( alpha + 1.0f ), 1.0f, 2.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, adrenalineMaterial );
}
/*
===================
idPlayerView::PostFX_DoubleVision
===================
*//*
void idPlayerView::PostFX_DoubleVision() {
int nWidth = renderSystem->GetScreenWidth() / 2;
int nHeight = renderSystem->GetScreenHeight() / 2;
int offset = dvFinishTime - gameLocal.time;
float scale = ( offset * g_dvAmplitude.GetFloat() ) > 0.5f ? 0.5f : offset * g_dvAmplitude.GetFloat();
float shift = fabs( scale * sin( sqrtf( offset ) * g_dvFrequency.GetFloat() ) );
renderSystem->CaptureRenderToImage( "_currentRender" );
// if double vision, render to a texture
renderSystem->CropRenderSize( nWidth, nHeight, true, true );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, shiftScale.y, shiftScale.x, 0.0f, currentRenderMaterial );
renderSystem->CaptureRenderToImage( "_scratch" );
renderSystem->UnCrop();
// carry red tint if in berserk mode
idVec4 color( 1.0f, 1.0f, 1.0f, 1.0f );
if ( gameLocal.time < player->inventory.powerupEndTime[ BERSERK ] )
color.y = color.z = 0.0f;
renderSystem->SetColor4( color.x, color.y, color.z, 1.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, shift, 1.0f, 1.0f, 0.0f, scratchMaterial );
renderSystem->SetColor4( color.x, color.y, color.z, 0.5f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f - shift, 0.0f, scratchMaterial );
}*/
/*
===================
idPlayerView::PostFX_BerserkVision
===================
*//*
void idPlayerView::PostFX_BerserkVision() {
int berserkTime = player->inventory.powerupEndTime[ BERSERK ] - gameLocal.time;
if ( berserkTime > 0 ) {
// start fading if within 10 seconds of going away
float alpha = ( berserkTime < 10000 ) ? (float)berserkTime / 10000 : 1.0f;
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, alpha );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, berserkMaterial );
}
int nWidth = renderSystem->GetScreenWidth() / 2;
int nHeight = renderSystem->GetScreenHeight() / 2;
renderSystem->CaptureRenderToImage( "_currentRender" );
// if double vision, render to a texture
renderSystem->CropRenderSize( nWidth, nHeight, true, true );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, shiftScale.y, shiftScale.x, 0.0f, currentRenderMaterial );
renderSystem->CaptureRenderToImage( "_scratch" );
renderSystem->UnCrop();
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 0.0f, scratchMaterial );
}*/
/*
===================
idPlayerView::PostFX_InfluenceVision
===================
*//*
void idPlayerView::PostFX_InfluenceVision() {
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() ) {
renderSystem->CaptureRenderToImage( "_currentRender" );
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, pct );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, player->GetInfluenceMaterial() );
} else if ( player->GetInfluenceEntity() ) {
int offset = 25 + sinf( gameLocal.time );
// PostFX_DoubleVision( view, pct * offset );
}
}*/
/*
===================
idPlayerView::PostFX_BFGVision
===================
*/
void idPlayerView::PostFX_BFGVision() {
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, bfgMaterial );
}
/*
===================
idPlayerView::PostFX_TunnelVision
===================
*/
void idPlayerView::PostFX_TunnelVision() {
float health = 0.0f;
float alpha;
if ( g_testHealthVision.GetFloat() != 0.0f )
health = g_testHealthVision.GetFloat();
else
health = player->health;
// sikk---> Health Management System (Health Regen)
if ( g_healthManagementType.GetInteger() == 2 )
alpha = idMath::ClampFloat( 0.0f, 1.0f, health / g_healthRegenFeedback.GetFloat() );
else
alpha = idMath::ClampFloat( 0.0f, 1.0f, health / 100.0f );
// <---sikk
if ( alpha < 1.0f ) {
// sikk---> Health Management System (Health Regen) ( also fix for "g_testHealthVision" )
if ( g_healthManagementType.GetInteger() == 2 || g_testHealthVision.GetFloat() )
renderSystem->SetColor4( MS2SEC( gameLocal.time ), 1.0f, 1.0f, alpha );
else
renderSystem->SetColor4( ( player->health <= 0.0f ) ? MS2SEC( gameLocal.time ) : lastDamageTime, 1.0f, 1.0f, ( player->health <= 0.0f ) ? 0.0f : alpha );
if ( g_healthManagementType.GetInteger() == 2 )
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, tunnel2Material );
else
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, tunnelMaterial );
// <---sikk
}
}
/*
===================
idPlayerView::PostFX_ScreenBlobs
===================
*/
void idPlayerView::PostFX_ScreenBlobs() {
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( 1.0f, 1.0f, 1.0f, fade );
renderSystem->DrawStretchPic( blob->x, blob->y, blob->w, blob->h, blob->s1, blob->t1, blob->s2, blob->t2, blob->material );
}
}
}
/*
===================
idPlayerView::PostFX_ArmorPulse
===================
*/
void idPlayerView::PostFX_ArmorPulse() {
float armorPulse = ( gameLocal.fast.time - player->lastArmorPulse ) / 250.0f;
if ( armorPulse > 0.0f && armorPulse < 1.0f ) {
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f - armorPulse );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, armorMaterial );
}
}
// <---sikk