mirror of
https://github.com/dhewm/dhewm3-sdk.git
synced 2025-04-07 01:42:35 +00:00
214 lines
8.6 KiB
C++
214 lines
8.6 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
Doom 3 GPL Source Code
|
|
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
|
|
|
|
Doom 3 Source Code is free software: you can redistribute it and/or modify
|
|
it under the terms of the GNU General Public License as published by
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
Doom 3 Source Code is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
|
|
|
|
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
#ifndef __GAME_PLAYERVIEW_H__
|
|
#define __GAME_PLAYERVIEW_H__
|
|
|
|
#include "idlib/math/Vector.h"
|
|
#include "idlib/Dict.h"
|
|
#include "renderer/Material.h"
|
|
#include "renderer/RenderWorld.h"
|
|
|
|
class idSaveGame;
|
|
class idRestoreGame;
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
Player view.
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
// screenBlob_t are for the on-screen damage claw marks, etc
|
|
typedef struct {
|
|
const idMaterial * material;
|
|
float x, y, w, h;
|
|
float s1, t1, s2, t2;
|
|
int finishTime;
|
|
int startFadeTime;
|
|
float driftAmount;
|
|
} screenBlob_t;
|
|
|
|
#define MAX_SCREEN_BLOBS 8
|
|
|
|
class idPlayerView {
|
|
public:
|
|
idPlayerView();
|
|
|
|
void Save( idSaveGame *savefile ) const;
|
|
void Restore( idRestoreGame *savefile );
|
|
|
|
void SetPlayerEntity( class idPlayer *playerEnt );
|
|
|
|
void ClearEffects( void );
|
|
|
|
void DamageImpulse( idVec3 localKickDir, const idDict *damageDef );
|
|
|
|
void WeaponFireFeedback( const idDict *weaponDef );
|
|
|
|
idAngles AngleOffset( void ) const; // returns the current kick angle
|
|
|
|
idMat3 ShakeAxis( void ) const; // returns the current shake angle
|
|
|
|
void CalculateShake( void );
|
|
|
|
// this may involve rendering to a texture and displaying
|
|
// that with a warp model or in double vision mode
|
|
void RenderPlayerView( idUserInterface *hud );
|
|
|
|
void Fade( idVec4 color, int time );
|
|
void Flash( idVec4 color, int time );
|
|
void AddBloodSpray( float duration );
|
|
|
|
// temp for view testing
|
|
void EnableBFGVision( bool b ) { bfgVision = b; };
|
|
|
|
private:
|
|
void SingleView( const renderView_t *view );
|
|
// sikk - Commented: Functions overridden
|
|
//void DoubleVision( const renderView_t *view, int offset );
|
|
//void BerserkVision( const renderView_t *view );
|
|
//void InfluenceVision( const renderView_t *view );
|
|
void ScreenFade( void );
|
|
screenBlob_t * GetScreenBlob( void );
|
|
|
|
const idMaterial * tunnelMaterial; // health tunnel vision
|
|
const idMaterial * armorMaterial; // armor damage view effect
|
|
const idMaterial * berserkMaterial; // berserk effect
|
|
const idMaterial * irGogglesMaterial; // ir effect
|
|
const idMaterial * bloodSprayMaterial; // blood spray
|
|
const idMaterial * bfgMaterial; // when targeted with BFG
|
|
const idMaterial * lagoMaterial; // lagometer drawing
|
|
|
|
int dvFinishTime; // double vision will be stopped at this time
|
|
int kickFinishTime; // view kick will be stopped at this time
|
|
idAngles kickAngles;
|
|
bool bfgVision; //
|
|
idVec4 fadeColor; // fade color
|
|
idVec4 fadeToColor; // color to fade to
|
|
idVec4 fadeFromColor; // color to fade from
|
|
float fadeRate; // fade rate
|
|
int fadeTime; // fade time
|
|
float lastDamageTime; // accentuate the tunnel effect for a while
|
|
|
|
screenBlob_t screenBlobs[MAX_SCREEN_BLOBS];
|
|
|
|
idAngles shakeAng; // from the sound sources
|
|
|
|
idPlayer * player;
|
|
renderView_t view;
|
|
|
|
// sikk---> PostProcess Effects
|
|
void DoPostFX( void );
|
|
void PostFX_SoftShadows( void );
|
|
void PostFX_EdgeAA( void );
|
|
void PostFX_HDR( void );
|
|
void PostFX_Bloom( void );
|
|
void PostFX_MotionBlur( void );
|
|
void PostFX_DoF( void );
|
|
void PostFX_SSIL( void );
|
|
void PostFX_SSAO( void );
|
|
void PostFX_SunShafts( void );
|
|
void PostFX_LensFlare( void );
|
|
void PostFX_ColorGrading( void );
|
|
void PostFX_ExplosionFX( void );
|
|
void PostFX_IRGoggles( void );
|
|
void PostFX_ScreenFrost( void );
|
|
void PostFX_CelShading( void );
|
|
void PostFX_Filmgrain( void );
|
|
void PostFX_Vignetting( void );
|
|
|
|
void PostFX_AdrenalineVision( void );
|
|
void PostFX_DoubleVision( void );
|
|
void PostFX_BerserkVision( void );
|
|
void PostFX_InfluenceVision( void );
|
|
void PostFX_BFGVision( void );
|
|
void PostFX_TunnelVision( void );
|
|
void PostFX_ScreenBlobs( void );
|
|
void PostFX_ArmorPulse( void );
|
|
|
|
void RenderDepth( bool bCrop );
|
|
void RenderNormals( bool bFace );
|
|
void ToggleShadows( bool noShadows );
|
|
void ResetShadows( void );
|
|
bool DoFConditionCheck( void );
|
|
bool MBConditionCheck( void );
|
|
|
|
const idMaterial * blackMaterial; // Black material (for general use)
|
|
const idMaterial * whiteMaterial; // White material (for general use)
|
|
const idMaterial * currentRenderMaterial; // Current Render material (for general use)
|
|
const idMaterial * scratchMaterial; // Scratch material (for general use)
|
|
const idMaterial * depthMaterial; // Depth material (for general use)
|
|
const idMaterial * normalsMaterial; // View Space Normals material (for general use)
|
|
const idMaterial * softShadowsMaterial; // Soft Shadow material
|
|
const idMaterial * edgeAAMaterial; // Edge AA material
|
|
const idMaterial * hdrLumBaseMaterial; // HDR Luminance Base material
|
|
const idMaterial * hdrLumAverageMaterial; // HDR Luminance Average material
|
|
const idMaterial * hdrLumAdaptedMaterial; // HDR Luminance Adapted material
|
|
const idMaterial * hdrBrightPass1Material; // HDR Bright Pass Filter material (Reinhard RGB)
|
|
const idMaterial * hdrBrightPass2Material; // HDR Bright Pass Filter material (Reinhard Yxy)
|
|
const idMaterial * hdrBrightPass3Material; // HDR Bright Pass Filter material (Exp)
|
|
const idMaterial * hdrBrightPass4Material; // HDR Bright Pass Filter material (Filmic simple)
|
|
const idMaterial * hdrBrightPass5Material; // HDR Bright Pass Filter material (Filmic complex)
|
|
const idMaterial * hdrBloomMaterial; // HDR Bloom material
|
|
const idMaterial * hdrFlareMaterial; // HDR Lens Flare material
|
|
const idMaterial * hdrGlareMaterial; // HDR Glare material
|
|
const idMaterial * hdrFinalMaterial; // HDR Final Tone Mapping material
|
|
const idMaterial * bloomMaterial; // Bloom material
|
|
const idMaterial * ssilMaterial; // SSIL material
|
|
const idMaterial * ssaoMaterial; // SSAO material
|
|
const idMaterial * sunShaftsMaterial; // Sun Shafts material
|
|
const idMaterial * lensFlareMaterial; // Lens Flare material
|
|
const idMaterial * dofMaterial; // DoF material
|
|
const idMaterial * motionBlurMaterial; // Motion Blur material
|
|
const idMaterial * colorGradingMaterial; // Color Grading material
|
|
const idMaterial * screenFrostMaterial; // Screen Frost material
|
|
const idMaterial * celShadingMaterial; // Cel Shading material
|
|
const idMaterial * filmgrainMaterial; // Filmgrain material
|
|
const idMaterial * vignettingMaterial; // Vignetting material
|
|
const idMaterial * tunnel2Material; // health tunnel vision for Health Management System (Health Regen)
|
|
const idMaterial * adrenalineMaterial; // Adrenaline Vision material
|
|
const idMaterial * explosionFXMaterial; // Explosion FX material
|
|
|
|
renderView_t hackedView;
|
|
idAngles prevViewAngles; // Holds previous frame's player view angles
|
|
int prevTime; // Holds previous frame's time
|
|
bool bDepthRendered; // Holds whether the depth map has been rendered for the current frame
|
|
pvsHandle_t playerPVS; // Holds player's current pvs (for soft shadows)
|
|
bool bSoftShadows; // a soft shadows toggle used so ResetShadows() is only run once when r_useSoftShadows = 0
|
|
// <---sikk
|
|
|
|
// sikk---> PostProccess Scaling Fix
|
|
int screenHeight;
|
|
int screenWidth;
|
|
idVec2 shiftScale;
|
|
// <---sikk
|
|
};
|
|
|
|
#endif /* !__GAME_PLAYERVIEW_H__ */
|