dhewm3-sdk/d3xp/PlayerView.h
2024-06-21 02:24:41 +02:00

503 lines
15 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.
===========================================================================
*/
#ifndef __GAME_PLAYERVIEW_H__
#define __GAME_PLAYERVIEW_H__
#include "idlib/math/Vector.h"
#include "idlib/Dict.h"
#include "renderer/Material.h"
#include "renderer/RenderWorld.h"
class idSaveGame;
class idRestoreGame;
/*
===============================================================================
Player view.
===============================================================================
*/
// screenBlob_t are for the on-screen damage claw marks, etc
typedef struct {
const idMaterial * material;
float x, y, w, h;
float s1, t1, s2, t2;
int finishTime;
int startFadeTime;
float driftAmount;
} screenBlob_t;
#define MAX_SCREEN_BLOBS 4 //8 // sikk - decreased max screen blobs value
#ifdef _D3XP
class WarpPolygon_t {
public:
idVec4 outer1;
idVec4 outer2;
idVec4 center;
};
class Warp_t {
public:
int id;
bool active;
int startTime;
float initialRadius;
idVec3 worldOrigin;
idVec2 screenOrigin;
int durationMsec;
idList<WarpPolygon_t> polys;
};
#endif
#ifdef _D3XP
class idPlayerView;
class FullscreenFXManager;
/*
==================
FxFader
==================
*/
class FxFader {
enum {
FX_STATE_OFF,
FX_STATE_RAMPUP,
FX_STATE_RAMPDOWN,
FX_STATE_ON
};
int time;
int state;
float alpha;
int msec;
public:
FxFader();
// primary functions
bool SetTriggerState( bool active );
virtual void Save( idSaveGame *savefile );
virtual void Restore( idRestoreGame *savefile );
// fader functions
void SetFadeTime( int t ) { msec = t; };
int GetFadeTime() { return msec; };
// misc functions
float GetAlpha() { return alpha; };
};
/*
==================
FullscreenFX
==================
*/
class FullscreenFX {
protected:
idStr name;
FxFader fader;
FullscreenFXManager *fxman;
public:
FullscreenFX() { fxman = NULL; };
virtual ~FullscreenFX() { };
virtual void Initialize() = 0;
virtual bool Active() = 0;
virtual void HighQuality() = 0;
virtual void LowQuality() { };
virtual void AccumPass( const renderView_t *view ) { };
virtual bool HasAccum() { return false; };
void SetName( idStr n ) { name = n; };
idStr GetName() { return name; };
void SetFXManager( FullscreenFXManager *fx ) { fxman = fx; };
bool SetTriggerState( bool state ) { return fader.SetTriggerState( state ); };
void SetFadeSpeed( int msec ) { fader.SetFadeTime( msec ); };
float GetFadeAlpha() { return fader.GetAlpha(); };
virtual void Save( idSaveGame *savefile );
virtual void Restore( idRestoreGame *savefile );
};
/*
==================
FullscreenFX_Helltime
==================
*/
class FullscreenFX_Helltime : public FullscreenFX {
const idMaterial* acInitMaterials[3];
const idMaterial* acCaptureMaterials[3];
const idMaterial* acDrawMaterials[3];
const idMaterial* crCaptureMaterials[3];
const idMaterial* crDrawMaterials[3];
bool clearAccumBuffer;
int DetermineLevel();
public:
virtual void Initialize();
virtual bool Active();
virtual void HighQuality();
virtual void AccumPass( const renderView_t *view );
virtual bool HasAccum() { return true; };
virtual void Restore( idRestoreGame *savefile );
};
/*
==================
FullscreenFX_Multiplayer
==================
*/
class FullscreenFX_Multiplayer : public FullscreenFX {
const idMaterial* acInitMaterials;
const idMaterial* acCaptureMaterials;
const idMaterial* acDrawMaterials;
const idMaterial* crCaptureMaterials;
const idMaterial* crDrawMaterials;
bool clearAccumBuffer;
int DetermineLevel();
public:
virtual void Initialize();
virtual bool Active();
virtual void HighQuality();
virtual void AccumPass( const renderView_t *view );
virtual bool HasAccum() { return true; };
virtual void Restore( idRestoreGame *savefile );
};
/*
==================
FullscreenFX_Warp
==================
*/
class FullscreenFX_Warp : public FullscreenFX {
const idMaterial* material;
bool grabberEnabled;
int startWarpTime;
void DrawWarp( WarpPolygon_t wp, float interp );
public:
virtual void Initialize();
virtual bool Active();
virtual void HighQuality();
void EnableGrabber( bool active ) { grabberEnabled = active; startWarpTime = gameLocal.slow.time; };
virtual void Save( idSaveGame *savefile );
virtual void Restore( idRestoreGame *savefile );
};
/*
==================
FullscreenFX_EnviroSuit
==================
*/
class FullscreenFX_EnviroSuit : public FullscreenFX {
const idMaterial* material;
public:
virtual void Initialize();
virtual bool Active();
virtual void HighQuality();
};
/*
==================
FullscreenFX_DoubleVision
==================
*/
class FullscreenFX_DoubleVision : public FullscreenFX {
const idMaterial* material;
public:
virtual void Initialize();
virtual bool Active();
virtual void HighQuality();
};
/*
==================
FullscreenFX_InfluenceVision
==================
*/
class FullscreenFX_InfluenceVision : public FullscreenFX {
public:
virtual void Initialize();
virtual bool Active();
virtual void HighQuality();
};
/*
==================
FullscreenFX_Bloom
==================
*/
class FullscreenFX_Bloom : public FullscreenFX {
const idMaterial* drawMaterial;
const idMaterial* initMaterial;
const idMaterial* currentMaterial;
float currentIntensity;
float targetIntensity;
public:
virtual void Initialize();
virtual bool Active();
virtual void HighQuality();
virtual void Save( idSaveGame *savefile );
virtual void Restore( idRestoreGame *savefile );
};
/*
==================
FullscreenFXManager
==================
*/
class FullscreenFXManager {
idList<FullscreenFX*> fx;
bool highQualityMode;
idVec2 shiftScale;
idPlayerView *playerView;
const idMaterial* blendBackMaterial;
void CreateFX( idStr name, idStr fxtype, int fade );
public:
FullscreenFXManager();
virtual ~FullscreenFXManager();
void Initialize( idPlayerView *pv );
void Process( const renderView_t *view );
void CaptureCurrentRender();
void Blendback( float alpha );
idVec2 GetShiftScale() { return shiftScale; };
idPlayerView* GetPlayerView() { return playerView; };
idPlayer* GetPlayer() { return gameLocal.GetLocalPlayer(); };
int GetNum() { return fx.Num(); };
FullscreenFX* GetFX( int index ) { return fx[index]; };
FullscreenFX* FindFX( idStr name );
void Save( idSaveGame *savefile );
void Restore( idRestoreGame *savefile );
};
#endif
class idPlayerView {
public:
idPlayerView();
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
void SetPlayerEntity( class idPlayer *playerEnt );
void ClearEffects( void );
void DamageImpulse( idVec3 localKickDir, const idDict *damageDef );
void WeaponFireFeedback( const idDict *weaponDef );
idAngles AngleOffset( void ) const; // returns the current kick angle
idMat3 ShakeAxis( void ) const; // returns the current shake angle
void CalculateShake( void );
// this may involve rendering to a texture and displaying
// that with a warp model or in double vision mode
void RenderPlayerView( idUserInterface *hud );
void Fade( idVec4 color, int time );
void Flash( idVec4 color, int time );
void AddBloodSpray( float duration );
// temp for view testing
void EnableBFGVision( bool b ) { bfgVision = b; };
private:
void SingleView( idUserInterface *hud, const renderView_t *view );
void ScreenFade();
screenBlob_t * GetScreenBlob();
screenBlob_t screenBlobs[MAX_SCREEN_BLOBS];
public:
int dvFinishTime; // double vision will be stopped at this time
const idMaterial * dvMaterial; // material to take the double vision screen shot
int kickFinishTime; // view kick will be stopped at this time
idAngles kickAngles;
bool bfgVision; //
const idMaterial * tunnelMaterial; // health tunnel vision
const idMaterial * armorMaterial; // armor damage view effect
const idMaterial * berserkMaterial; // berserk effect
const idMaterial * irGogglesMaterial; // ir effect
const idMaterial * bloodSprayMaterial; // blood spray
const idMaterial * bfgMaterial; // when targeted with BFG
const idMaterial * lagoMaterial; // lagometer drawing
float lastDamageTime; // accentuate the tunnel effect for a while
idVec4 fadeColor; // fade color
idVec4 fadeToColor; // color to fade to
idVec4 fadeFromColor; // color to fade from
float fadeRate; // fade rate
int fadeTime; // fade time
idAngles shakeAng; // from the sound sources
idPlayer * player;
renderView_t view;
#ifdef _D3XP
FullscreenFXManager *fxManager;
public:
int AddWarp( idVec3 worldOrigin, float centerx, float centery, float initialRadius, float durationMsec );
void FreeWarp( int id );
#endif
// sikk---> PostProcess Effects
void DoPostFX( void );
void PostFX_SoftShadows( void );
void PostFX_EdgeAA( void );
void PostFX_HDR( void );
void PostFX_Bloom( void );
void PostFX_MotionBlur( void );
void PostFX_DoF( void );
void PostFX_SSIL( void );
void PostFX_SSAO( void );
void PostFX_SunShafts( void );
void PostFX_LensFlare( void );
void PostFX_ColorGrading( void );
void PostFX_ExplosionFX( void );
void PostFX_IRGoggles( void );
void PostFX_ScreenFrost( void );
void PostFX_CelShading( void );
void PostFX_Filmgrain( void );
void PostFX_Vignetting( void );
void PostFX_AdrenalineVision( void );
//void PostFX_DoubleVision( void );
//void PostFX_BerserkVision( void );
//void PostFX_InfluenceVision( void );
void PostFX_BFGVision( void );
void PostFX_TunnelVision( void );
void PostFX_ScreenBlobs( void );
void PostFX_ArmorPulse( void );
void RenderDepth( bool bCrop );
void RenderNormals( bool bFace );
void ToggleShadows( bool noShadows );
void ResetShadows( void );
bool DoFConditionCheck( void );
bool MBConditionCheck( void );
const idMaterial * blackMaterial; // Black material (for general use)
const idMaterial * whiteMaterial; // White material (for general use)
const idMaterial * currentRenderMaterial; // Current Render material (for general use)
const idMaterial * scratchMaterial; // Scratch material (for general use)
const idMaterial * depthMaterial; // Depth material (for general use)
const idMaterial * normalsMaterial; // View Space Normals material (for general use)
const idMaterial * softShadowsMaterial; // Soft Shadow material
const idMaterial * edgeAAMaterial; // Edge AA material
const idMaterial * hdrLumBaseMaterial; // HDR Luminance Base material
const idMaterial * hdrLumAverageMaterial; // HDR Luminance Average material
const idMaterial * hdrLumAdaptedMaterial; // HDR Luminance Adapted material
const idMaterial * hdrBrightPass1Material; // HDR Bright Pass Filter material (Reinhard RGB)
const idMaterial * hdrBrightPass2Material; // HDR Bright Pass Filter material (Reinhard Yxy)
const idMaterial * hdrBrightPass3Material; // HDR Bright Pass Filter material (Exp)
const idMaterial * hdrBrightPass4Material; // HDR Bright Pass Filter material (Filmic simple)
const idMaterial * hdrBrightPass5Material; // HDR Bright Pass Filter material (Filmic complex)
const idMaterial * hdrBloomMaterial; // HDR Bloom material
const idMaterial * hdrFlareMaterial; // HDR Lens Flare material
const idMaterial * hdrGlareMaterial; // HDR Glare material
const idMaterial * hdrFinalMaterial; // HDR Final Tone Mapping material
const idMaterial * bloomMaterial; // Bloom material
const idMaterial * ssilMaterial; // SSIL material
const idMaterial * ssaoMaterial; // SSAO material
const idMaterial * sunShaftsMaterial; // Sun Shafts material
const idMaterial * lensFlareMaterial; // Lens Flare material
const idMaterial * dofMaterial; // DoF material
const idMaterial * motionBlurMaterial; // Motion Blur material
const idMaterial * colorGradingMaterial; // Color Grading material
const idMaterial * screenFrostMaterial; // Screen Frost material
const idMaterial * celShadingMaterial; // Cel Shading material
const idMaterial * filmgrainMaterial; // Filmgrain material
const idMaterial * vignettingMaterial; // Vignetting material
const idMaterial * tunnel2Material; // health tunnel vision for Health Management System (Health Regen)
const idMaterial * adrenalineMaterial; // Adrenaline Vision material
const idMaterial * explosionFXMaterial; // Explosion FX material
renderView_t hackedView;
float focusDistance; // Holds focus distance for depth of field
idAngles prevViewAngles; // Holds previous frame's player view angles
int prevTime; // Holds previous frame's time
bool bDepthRendered; // Holds whether the depth map has been rendered for the current frame
bool bDitherRendered; // Holds whether the dither map has been rendered
float fDitherSize; // Holds previous frame's dither size to check for changes
pvsHandle_t playerPVS; // Holds player's current pvs (for soft shadows)
bool bSoftShadows; // a soft shadows toggle used so ResetShadows() is only run once when r_useSoftShadows = 0
// <---sikk
// sikk---> PostProccess Scaling Fix
int screenHeight;
int screenWidth;
idVec2 shiftScale;
// <---sikk
};
#endif /* !__GAME_PLAYERVIEW_H__ */