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https://github.com/dhewm/dhewm3-sdk.git
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1941 lines
72 KiB
C++
1941 lines
72 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "sys/platform.h"
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#include "renderer/RenderWorld.h"
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#include "gamesys/SysCvar.h"
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#include "gamesys/SaveGame.h"
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#include "GameBase.h"
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#include "Player.h"
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#include "PlayerView.h"
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const int IMPULSE_DELAY = 150;
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// sikk---> Portal Sky Box
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static int MakePowerOfTwo( int num ) {
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int pot;
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for ( pot = 1; pot < num; pot <<= 1 ) {}
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return pot;
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}
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// <---sikk
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/*
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==============
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idPlayerView::idPlayerView
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==============
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*/
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idPlayerView::idPlayerView() {
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memset( screenBlobs, 0, sizeof( screenBlobs ) );
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memset( &view, 0, sizeof( view ) );
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player = NULL;
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armorMaterial = declManager->FindMaterial( "armorViewEffect" );
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tunnelMaterial = declManager->FindMaterial( "textures/decals/tunnel" );
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berserkMaterial = declManager->FindMaterial( "textures/decals/berserk" );
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// irGogglesMaterial = declManager->FindMaterial( "textures/decals/irblend" );
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irGogglesMaterial = declManager->FindMaterial( "postProcess/irGoggles" ); // sikk - Infrared Goggles PostProcess Effect
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bloodSprayMaterial = declManager->FindMaterial( "textures/decals/bloodspray" );
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bfgMaterial = declManager->FindMaterial( "textures/decals/bfgvision" );
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lagoMaterial = declManager->FindMaterial( LAGO_MATERIAL, false );
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// sikk---> PostProcess Effects
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blackMaterial = declManager->FindMaterial( "_black" );
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whiteMaterial = declManager->FindMaterial( "_white" );
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currentRenderMaterial = declManager->FindMaterial( "_currentRender" );
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scratchMaterial = declManager->FindMaterial( "_scratch" );
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depthMaterial = declManager->FindMaterial( "render/depth" );
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normalsMaterial = declManager->FindMaterial( "render/normals" );
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softShadowsMaterial = declManager->FindMaterial( "postProcess/softShadows" );
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edgeAAMaterial = declManager->FindMaterial( "postProcess/edgeAA" );
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hdrLumBaseMaterial = declManager->FindMaterial( "postProcess/hdrLumBase" );
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hdrLumAverageMaterial = declManager->FindMaterial( "postProcess/hdrLumAverage" );
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hdrLumAdaptedMaterial = declManager->FindMaterial( "postProcess/hdrLumAdapted" );
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hdrBrightPass1Material = declManager->FindMaterial( "postProcess/hdrBrightPass1" );
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hdrBrightPass2Material = declManager->FindMaterial( "postProcess/hdrBrightPass2" );
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hdrBrightPass3Material = declManager->FindMaterial( "postProcess/hdrBrightPass3" );
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hdrBrightPass4Material = declManager->FindMaterial( "postProcess/hdrBrightPass4" );
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hdrBrightPass5Material = declManager->FindMaterial( "postProcess/hdrBrightPass5" );
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hdrBloomMaterial = declManager->FindMaterial( "postProcess/hdrBloom" );
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hdrFlareMaterial = declManager->FindMaterial( "postProcess/hdrFlare" );
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hdrGlareMaterial = declManager->FindMaterial( "postProcess/hdrGlare" );
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hdrFinalMaterial = declManager->FindMaterial( "postProcess/hdrFinal" );
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bloomMaterial = declManager->FindMaterial( "postProcess/bloom" );
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ssilMaterial = declManager->FindMaterial( "postProcess/ssil" );
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ssaoMaterial = declManager->FindMaterial( "postProcess/ssao" );
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sunShaftsMaterial = declManager->FindMaterial( "postProcess/sunShafts" );
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lensFlareMaterial = declManager->FindMaterial( "postProcess/lensFlare" );
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dofMaterial = declManager->FindMaterial( "postProcess/dof" );
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motionBlurMaterial = declManager->FindMaterial( "postProcess/motionBlur" );
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colorGradingMaterial = declManager->FindMaterial( "postProcess/colorGrading" );
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explosionFXMaterial = declManager->FindMaterial( "postProcess/explosionFX" );
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screenFrostMaterial = declManager->FindMaterial( "postProcess/screenFrost" );
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celShadingMaterial = declManager->FindMaterial( "postProcess/celShading" );
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filmgrainMaterial = declManager->FindMaterial( "postProcess/filmgrain" );
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vignettingMaterial = declManager->FindMaterial( "postProcess/vignetting" );
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tunnel2Material = declManager->FindMaterial( "postProcess/tunnel" );
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adrenalineMaterial = declManager->FindMaterial( "postProcess/adrenaline" );
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bSoftShadows = false;
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bDepthRendered = false;
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prevViewAngles.Zero();
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// <---sikk
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// sikk---> Explosion FX PostProcess
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gameLocal.explosionOrigin.Zero();
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gameLocal.explosionRadius = 0;
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gameLocal.explosionDamage = 0;
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gameLocal.explosionTime = 0;
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// <---sikk
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bfgVision = false;
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dvFinishTime = 0;
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kickFinishTime = 0;
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kickAngles.Zero();
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lastDamageTime = 0.0f;
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fadeTime = 0;
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fadeRate = 0.0;
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fadeFromColor.Zero();
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fadeToColor.Zero();
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fadeColor.Zero();
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shakeAng.Zero();
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ClearEffects();
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}
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/*
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==============
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idPlayerView::Save
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==============
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*/
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void idPlayerView::Save( idSaveGame *savefile ) const {
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int i;
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const screenBlob_t *blob;
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blob = &screenBlobs[ 0 ];
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for( i = 0; i < MAX_SCREEN_BLOBS; i++, blob++ ) {
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savefile->WriteMaterial( blob->material );
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savefile->WriteFloat( blob->x );
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savefile->WriteFloat( blob->y );
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savefile->WriteFloat( blob->w );
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savefile->WriteFloat( blob->h );
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savefile->WriteFloat( blob->s1 );
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savefile->WriteFloat( blob->t1 );
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savefile->WriteFloat( blob->s2 );
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savefile->WriteFloat( blob->t2 );
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savefile->WriteInt( blob->finishTime );
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savefile->WriteInt( blob->startFadeTime );
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savefile->WriteFloat( blob->driftAmount );
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}
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savefile->WriteInt( dvFinishTime );
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savefile->WriteMaterial( scratchMaterial );
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savefile->WriteInt( kickFinishTime );
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savefile->WriteAngles( kickAngles );
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savefile->WriteBool( bfgVision );
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savefile->WriteMaterial( tunnelMaterial );
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savefile->WriteMaterial( armorMaterial );
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savefile->WriteMaterial( berserkMaterial );
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savefile->WriteMaterial( irGogglesMaterial );
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savefile->WriteMaterial( bloodSprayMaterial );
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savefile->WriteMaterial( bfgMaterial );
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savefile->WriteFloat( lastDamageTime );
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savefile->WriteVec4( fadeColor );
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savefile->WriteVec4( fadeToColor );
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savefile->WriteVec4( fadeFromColor );
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savefile->WriteFloat( fadeRate );
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savefile->WriteInt( fadeTime );
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savefile->WriteAngles( shakeAng );
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savefile->WriteObject( player );
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savefile->WriteRenderView( view );
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}
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/*
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==============
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idPlayerView::Restore
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==============
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*/
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void idPlayerView::Restore( idRestoreGame *savefile ) {
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int i;
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screenBlob_t *blob;
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blob = &screenBlobs[ 0 ];
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for ( i = 0; i < MAX_SCREEN_BLOBS; i++, blob++ ) {
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savefile->ReadMaterial( blob->material );
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savefile->ReadFloat( blob->x );
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savefile->ReadFloat( blob->y );
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savefile->ReadFloat( blob->w );
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savefile->ReadFloat( blob->h );
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savefile->ReadFloat( blob->s1 );
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savefile->ReadFloat( blob->t1 );
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savefile->ReadFloat( blob->s2 );
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savefile->ReadFloat( blob->t2 );
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savefile->ReadInt( blob->finishTime );
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savefile->ReadInt( blob->startFadeTime );
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savefile->ReadFloat( blob->driftAmount );
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}
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savefile->ReadInt( dvFinishTime );
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savefile->ReadMaterial( scratchMaterial );
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savefile->ReadInt( kickFinishTime );
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savefile->ReadAngles( kickAngles );
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savefile->ReadBool( bfgVision );
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savefile->ReadMaterial( tunnelMaterial );
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savefile->ReadMaterial( armorMaterial );
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savefile->ReadMaterial( berserkMaterial );
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savefile->ReadMaterial( irGogglesMaterial );
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savefile->ReadMaterial( bloodSprayMaterial );
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savefile->ReadMaterial( bfgMaterial );
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savefile->ReadFloat( lastDamageTime );
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savefile->ReadVec4( fadeColor );
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savefile->ReadVec4( fadeToColor );
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savefile->ReadVec4( fadeFromColor );
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savefile->ReadFloat( fadeRate );
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savefile->ReadInt( fadeTime );
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savefile->ReadAngles( shakeAng );
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savefile->ReadObject( reinterpret_cast<idClass *&>( player ) );
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savefile->ReadRenderView( view );
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}
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/*
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==============
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idPlayerView::SetPlayerEntity
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==============
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*/
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void idPlayerView::SetPlayerEntity( idPlayer *playerEnt ) {
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player = playerEnt;
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}
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/*
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==============
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idPlayerView::ClearEffects
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==============
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*/
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void idPlayerView::ClearEffects() {
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lastDamageTime = MS2SEC( gameLocal.time - 99999 );
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dvFinishTime = ( gameLocal.time - 99999 );
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kickFinishTime = ( gameLocal.time - 99999 );
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for ( int i = 0; i < MAX_SCREEN_BLOBS; i++ ) {
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screenBlobs[i].finishTime = gameLocal.time;
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}
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fadeTime = 0;
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bfgVision = false;
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}
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/*
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==============
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idPlayerView::GetScreenBlob
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==============
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*/
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screenBlob_t *idPlayerView::GetScreenBlob() {
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screenBlob_t *oldest = &screenBlobs[0];
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for ( int i = 1 ; i < MAX_SCREEN_BLOBS ; i++ ) {
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if ( screenBlobs[i].finishTime < oldest->finishTime ) {
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oldest = &screenBlobs[i];
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}
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}
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return oldest;
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}
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/*
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==============
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idPlayerView::DamageImpulse
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LocalKickDir is the direction of force in the player's coordinate system,
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which will determine the head kick direction
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==============
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*/
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void idPlayerView::DamageImpulse( idVec3 localKickDir, const idDict *damageDef ) {
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// keep shotgun from obliterating the view
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if ( lastDamageTime > 0.0f && SEC2MS( lastDamageTime ) + IMPULSE_DELAY > gameLocal.time ) {
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return;
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}
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float dvTime = damageDef->GetFloat( "dv_time" );
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if ( dvTime ) {
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if ( dvFinishTime < gameLocal.time ) {
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dvFinishTime = gameLocal.time;
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}
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dvFinishTime += g_dvTime.GetFloat() * dvTime;
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// don't let it add up too much in god mode
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if ( dvFinishTime > gameLocal.time + 5000 ) {
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dvFinishTime = gameLocal.time + 5000;
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}
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}
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// head angle kick
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float kickTime = damageDef->GetFloat( "kick_time" );
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if ( kickTime ) {
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kickFinishTime = gameLocal.time + g_kickTime.GetFloat() * kickTime;
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// forward / back kick will pitch view
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kickAngles[0] = localKickDir[0];
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// side kick will yaw view
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kickAngles[1] = localKickDir[1] * 0.5f;
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// up / down kick will pitch view
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kickAngles[0] += localKickDir[2];
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// roll will come from side
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kickAngles[2] = localKickDir[1];
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float kickAmplitude = damageDef->GetFloat( "kick_amplitude" );
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if ( kickAmplitude ) {
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kickAngles *= kickAmplitude;
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}
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}
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// screen blob
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/* PD3
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float blobTime = damageDef->GetFloat( "blob_time" );
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if ( blobTime ) {
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screenBlob_t *blob = GetScreenBlob();
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blob->startFadeTime = gameLocal.time;
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blob->finishTime = gameLocal.time + blobTime * g_blobTime.GetFloat();
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blob->driftAmount = 0.0f; // sikk - Blood Spray Screen Effect - keeps damage blood splats from drifting
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const char *materialName = damageDef->GetString( "mtr_blob" );
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blob->material = declManager->FindMaterial( materialName );
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blob->x = damageDef->GetFloat( "blob_x" );
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blob->x += ( gameLocal.random.RandomInt() & 63 ) - 32;
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blob->y = damageDef->GetFloat( "blob_y" );
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blob->y += ( gameLocal.random.RandomInt() & 63 ) - 32;
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float scale = ( 256 + ( ( gameLocal.random.RandomInt() & 63 ) - 32 ) ) / 256.0f;
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blob->w = damageDef->GetFloat( "blob_width" ) * g_blobSize.GetFloat() * scale;
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blob->h = damageDef->GetFloat( "blob_height" ) * g_blobSize.GetFloat() * scale;
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blob->s1 = 0;
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blob->t1 = 0;
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blob->s2 = 1;
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blob->t2 = 1;
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}
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*/
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//PD3
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if ( g_showBloodSpray.GetBool() ) {
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player->playerView.AddBloodSpray( g_bloodSprayTime.GetFloat() );
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}
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// save lastDamageTime for tunnel vision attenuation
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lastDamageTime = MS2SEC( gameLocal.time );
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}
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/*
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==================
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idPlayerView::AddBloodSpray
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If we need a more generic way to add blobs then we can do that
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but having it localized here lets the material be pre-looked up etc.
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==================
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*/
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void idPlayerView::AddBloodSpray( float duration ) {
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if ( duration <= 0 || bloodSprayMaterial == NULL || g_skipViewEffects.GetBool() ) {
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return;
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}
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// sikk---> Blood Spray Screen Effect
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// Use random material
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if ( gameLocal.random.RandomFloat() < 0.5f )
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bloodSprayMaterial = declManager->FindMaterial( "postProcess/bloodspray1" );
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else
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bloodSprayMaterial = declManager->FindMaterial( "postProcess/bloodspray2" );
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// <---sikk
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// visit this for chainsaw
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screenBlob_t *blob = GetScreenBlob();
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blob->startFadeTime = gameLocal.time;
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blob->finishTime = gameLocal.time + ( duration * 1000 );
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blob->material = bloodSprayMaterial;
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blob->x = ( gameLocal.random.RandomInt() & 63 ) - 32;
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blob->y = ( gameLocal.random.RandomInt() & 63 ) - 32;
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blob->driftAmount = 0.0f;// 0.5f + gameLocal.random.CRandomFloat() * 0.5f; // sikk - No more drifting
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float scale = ( 256 + ( ( gameLocal.random.RandomInt() & 63 ) - 32 ) ) / 256.0f;
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blob->w = 640 * g_blobSize.GetFloat() * scale; // sikk - This was "600". Typo?
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blob->h = 480 * g_blobSize.GetFloat() * scale;
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float s1 = 0.0f;
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float t1 = 0.0f;
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float s2 = 1.0f;
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float t2 = 1.0f;
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// sikk---> No more drifting
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/* if ( blob->driftAmount < 0.6 ) {
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s1 = 1.0f;
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s2 = 0.0f;
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} else if ( blob->driftAmount < 0.75 ) {
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t1 = 1.0f;
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t2 = 0.0f;
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} else if ( blob->driftAmount < 0.85 ) {
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s1 = 1.0f;
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s2 = 0.0f;
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t1 = 1.0f;
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t2 = 0.0f;
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}*/
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float f = gameLocal.random.CRandomFloat();
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if ( f < 0.25 ) {
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s1 = 1.0f;
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s2 = 0.0f;
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} else if ( f < 0.5 ) {
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t1 = 1.0f;
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t2 = 0.0f;
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} else if ( f < 0.75 ) {
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s1 = 1.0f;
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s2 = 0.0f;
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t1 = 1.0f;
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t2 = 0.0f;
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}
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// <---sikk
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blob->s1 = s1;
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blob->t1 = t1;
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blob->s2 = s2;
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blob->t2 = t2;
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}
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/*
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==================
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idPlayerView::WeaponFireFeedback
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Called when a weapon fires, generates head twitches, etc
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==================
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*/
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void idPlayerView::WeaponFireFeedback( const idDict *weaponDef ) {
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int recoilTime = weaponDef->GetInt( "recoilTime" );
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// don't shorten a damage kick in progress
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if ( recoilTime && kickFinishTime < gameLocal.time ) {
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idAngles angles;
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weaponDef->GetAngles( "recoilAngles", "5 0 0", angles );
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kickAngles = angles;
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// sikk---> Weapon Management: Handling/Awareness
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if ( g_weaponHandlingType.GetInteger() > 1 ) {
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float mod = ( ( player->GetCurrentWeapon() == 2 ) ? 1.0f : weaponDef->GetFloat( "spread" ) + 1.0f ) * player->fSpreadModifier;
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idVec2 vec = idVec2( -gameLocal.random.RandomFloat(), gameLocal.random.CRandomFloat() );
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vec.NormalizeFast();
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vec *= gameLocal.random.RandomFloat() * mod;
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kickAngles.pitch += vec.x;
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kickAngles.yaw += vec.y;
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}
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// <---sikk
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int finish = gameLocal.time + g_kickTime.GetFloat() * recoilTime;
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kickFinishTime = finish;
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}
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}
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/*
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===================
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idPlayerView::CalculateShake
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===================
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*/
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void idPlayerView::CalculateShake() {
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idVec3 origin, matrix;
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float shakeVolume = gameSoundWorld->CurrentShakeAmplitudeForPosition( gameLocal.time, player->firstPersonViewOrigin );
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// shakeVolume should somehow be molded into an angle here
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// it should be thought of as being in the range 0.0 -> 1.0, although
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// since CurrentShakeAmplitudeForPosition() returns all the shake sounds
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// the player can hear, it can go over 1.0 too.
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shakeAng[0] = gameLocal.random.CRandomFloat() * shakeVolume;
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shakeAng[1] = gameLocal.random.CRandomFloat() * shakeVolume;
|
|
shakeAng[2] = gameLocal.random.CRandomFloat() * shakeVolume;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idPlayerView::ShakeAxis
|
|
===================
|
|
*/
|
|
idMat3 idPlayerView::ShakeAxis() const {
|
|
return shakeAng.ToMat3();
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idPlayerView::AngleOffset
|
|
|
|
kickVector, a world space direction that the attack should
|
|
===================
|
|
*/
|
|
idAngles idPlayerView::AngleOffset() const {
|
|
idAngles ang;
|
|
|
|
ang.Zero();
|
|
|
|
if ( gameLocal.time < kickFinishTime ) {
|
|
float offset = kickFinishTime - gameLocal.time;
|
|
ang = kickAngles * offset * offset * g_kickAmplitude.GetFloat();
|
|
for ( int i = 0; i < 3; i++ ) {
|
|
ang[i] = idMath::ClampFloat( -70.0f, 70.0f, ang[i] );
|
|
}
|
|
}
|
|
return ang;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idPlayerView::SingleView
|
|
==================
|
|
*/
|
|
void idPlayerView::SingleView( const renderView_t *view ) {
|
|
// normal rendering
|
|
if ( !view ) {
|
|
return;
|
|
}
|
|
|
|
// if the objective system is up, don't do normal drawing
|
|
if ( player->objectiveSystemOpen ) {
|
|
player->objectiveSystem->Redraw( gameLocal.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();
|
|
|
|
// sikk---> Portal Sky Box
|
|
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
|
|
}
|
|
// <---sikk
|
|
|
|
// 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
|
|
|
|
gameRenderWorld->RenderScene( &hackedView );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
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 ) {
|
|
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 = fadeTime - gameLocal.realClientTime;
|
|
float t;
|
|
|
|
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();
|
|
|
|
// place the sound origin for the player
|
|
gameSoundWorld->PlaceListener( view->vieworg, view->viewaxis, player->entityNumber + 1, gameLocal.time, hud ? hud->State().GetString( "location" ) : "Undefined" );
|
|
|
|
SingleView( view );
|
|
|
|
if ( !g_skipViewEffects.GetBool() && !player->objectiveSystemOpen )
|
|
DoPostFX();
|
|
|
|
// if the objective system is up, don't draw hud
|
|
if ( !player->objectiveSystemOpen )
|
|
player->DrawHUD( hud );
|
|
|
|
if ( fadeTime )
|
|
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
|
|
}
|
|
|
|
// 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;
|
|
|
|
//float fWidthPoT = (float)renderSystem->GetScreenWidth() / (float)( MakePowerOfTwo( nWidth ) * 1 );
|
|
//float fHeightPoT = (float)renderSystem->GetScreenHeight() / (float)( MakePowerOfTwo( nHeight ) * 1 );
|
|
|
|
renderSystem->CropRenderSize( nWidth, nHeight, true );
|
|
//if ( r_useSoftShadows.GetBool() ) {
|
|
// renderSystem->SetColor4( fWidthPoT, fHeightPoT, 1.0f, 1.0f );
|
|
// renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0, 1.0, declManager->FindMaterial( "crop/depth", false ) );
|
|
// renderSystem->CaptureRenderToImage( "_depth" );
|
|
//} else {
|
|
// 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( "_depth" );
|
|
//}
|
|
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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, softShadowsMaterial );
|
|
}
|
|
} else {
|
|
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 5.0f );
|
|
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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 ( 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( player->focusDistance, 1.0f, 1.0f, 1.0f ); // zoom uses a mask texture
|
|
else
|
|
renderSystem->SetColor4( player->focusDistance, 1.0f, 1.0f, 0.0f );
|
|
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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 expVector = origin - gameLocal.explosionOrigin;
|
|
float length = expVector.Normalize();
|
|
|
|
idVec3 ndc;
|
|
renderSystem->GlobalToNormalizedDeviceCoordinates( gameLocal.explosionOrigin, ndc );
|
|
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 VdotE = idMath::ClampFloat( 0.0f, 1.0f, viewVector[ 0 ] * -expVector );
|
|
float scale = radius * damage * distance * atten * VdotE * g_explosionFXScale.GetFloat();
|
|
|
|
renderSystem->CaptureRenderToImage( "_currentRender" );
|
|
renderSystem->SetColor4( ndc.x, ndc.y, scale, 1.0f );
|
|
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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, 0.0f, 1.0f, 1.0f, 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 ); // sikk - variable initialized but not used
|
|
// 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.time )
|
|
continue;
|
|
|
|
blob->y += blob->driftAmount;
|
|
|
|
float fade = (float)( blob->finishTime - gameLocal.time ) / ( blob->finishTime - blob->startFadeTime );
|
|
|
|
if ( fade > 1.0f )
|
|
fade = 1.0f;
|
|
|
|
if ( fade ) {
|
|
renderSystem->SetColor4( 1.0f, 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.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
|