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https://github.com/dhewm/dhewm3-sdk.git
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231 lines
7.4 KiB
C++
231 lines
7.4 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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#ifndef __GAME_PLAYERVIEW_H__
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#define __GAME_PLAYERVIEW_H__
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#include "idlib/math/Vector.h"
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#include "idlib/Dict.h"
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#include "renderer/Material.h"
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#include "renderer/RenderWorld.h"
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class idSaveGame;
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class idRestoreGame;
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/*
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===============================================================================
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Player view.
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===============================================================================
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*/
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// screenBlob_t are for the on-screen damage claw marks, etc
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typedef struct {
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const idMaterial * material;
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float x, y, w, h;
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float s1, t1, s2, t2;
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int finishTime;
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int startFadeTime;
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float driftAmount;
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} screenBlob_t;
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#define MAX_SCREEN_BLOBS 8
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class idPlayerView {
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public:
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idPlayerView();
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void SetPlayerEntity( class idPlayer *playerEnt );
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void ClearEffects( void );
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void DamageImpulse( idVec3 localKickDir, const idDict *damageDef );
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void WeaponFireFeedback( const idDict *weaponDef );
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idAngles AngleOffset( void ) const; // returns the current kick angle
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idMat3 ShakeAxis( void ) const; // returns the current shake angle
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void CalculateShake( void );
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// this may involve rendering to a texture and displaying
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// that with a warp model or in double vision mode
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void RenderPlayerView( idUserInterface *hud );
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void Fade( idVec4 color, int time );
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void Flash( idVec4 color, int time );
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void AddBloodSpray( float duration );
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// temp for view testing
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void EnableBFGVision( bool b ) { bfgVision = b; };
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private:
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void SingleView( idUserInterface *hud, const renderView_t *view );
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void DoubleVision( idUserInterface *hud, const renderView_t *view, int offset );
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void BerserkVision( idUserInterface *hud, const renderView_t *view );
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void InfluenceVision( idUserInterface *hud, const renderView_t *view );
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void ScreenFade();
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screenBlob_t * GetScreenBlob();
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screenBlob_t screenBlobs[MAX_SCREEN_BLOBS];
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int dvFinishTime; // double vision will be stopped at this time
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const idMaterial * dvMaterial; // material to take the double vision screen shot
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int kickFinishTime; // view kick will be stopped at this time
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idAngles kickAngles;
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bool bfgVision; //
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#ifdef _DENTONMOD
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class dnImageWrapper
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{
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private:
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// Changed const idStr to idStr, so that compiler can provide a default implementation for the assignment operator.
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// E.g. copying contents of idPlayerView object to another would be impossible otherwise.
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idStr m_strImage;
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const idMaterial *m_matImage;
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public:
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dnImageWrapper( const char *a_strImage ) :
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m_strImage ( a_strImage ),
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m_matImage ( declManager->FindMaterial(a_strImage) )
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{
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}
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ID_INLINE operator const char * () const
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{
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return m_strImage.c_str();
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}
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ID_INLINE operator const idMaterial *() const
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{
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return m_matImage;
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}
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};
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class dnPostProcessManager
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{
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private:
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int m_iScreenHeight;
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int m_iScreenWidth;
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int m_iScreenHeightPow2;
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int m_iScreenWidthPow2;
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float m_fShiftScale_x;
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float m_fShiftScale_y;
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int m_nFramesToUpdateCookedData; // After these number of frames Cooked data will be updated. 0 means no update.
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unsigned char m_nFramesSinceLumUpdate;
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bool m_bForceUpdateOnCookedData;
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dnImageWrapper m_imageCurrentRender;
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dnImageWrapper m_imageCurrentRender8x8DownScaled;
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dnImageWrapper m_imageLuminance64x64;
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dnImageWrapper m_imageluminance4x4;
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dnImageWrapper m_imageAdaptedLuminance1x1;
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dnImageWrapper m_imageBloom;
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dnImageWrapper m_imageHalo;
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// Every channel of this image will have a cooked mathematical data.
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dnImageWrapper m_imageCookedMath;
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const idMaterial* m_matCookMath_pass1;
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const idMaterial* m_matCookMath_pass2;
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const idMaterial* m_matCookMath_pass3;
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const idMaterial *m_matAvgLuminance64x;
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const idMaterial *m_matAvgLumSample4x4;
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const idMaterial *m_matAdaptLuminance;
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const idMaterial *m_matBrightPass;
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const idMaterial *m_matGaussBlurX;
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const idMaterial *m_matGaussBlurY;
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const idMaterial *m_matHalo;
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const idMaterial *m_matGaussBlurXHalo;
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const idMaterial *m_matGaussBlurYHalo;
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const idMaterial *m_matFinalScenePass;
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const idMaterial *m_matCookVignette;
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// For debug renders
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const idMaterial *m_matDecodedLumTexture64x64;
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const idMaterial *m_matDecodedLumTexture4x4;
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const idMaterial *m_matDecodedAdaptLuminance;
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public:
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dnPostProcessManager();
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~dnPostProcessManager();
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// Methods
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void Initialize (); // This method should be invoked when idPlayerView::Restore is called.
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void Update (); // Called Every Frame.
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private:
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// Following methods should not be called by any other object, but itself.
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void UpdateBackBufferParameters ();
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void RenderDebugTextures ();
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void UpdateCookedData ();
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void UpdateInteractionShader (); // Chooses between the various VFP files according to the CVAR settings. Only call this if settings got changed.
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// will be called whenever vid_restart or reloadImages is executed
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// (set via common->SetCallback())
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static void ReloadImagesCallback(void* arg, const idCmdArgs& cmdArgs);
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};
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dnPostProcessManager m_postProcessManager;
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#endif // _DENTONMOD
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const idMaterial * tunnelMaterial; // health tunnel vision
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const idMaterial * armorMaterial; // armor damage view effect
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const idMaterial * berserkMaterial; // berserk effect
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const idMaterial * irGogglesMaterial; // ir effect
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const idMaterial * bloodSprayMaterial; // blood spray
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const idMaterial * bfgMaterial; // when targeted with BFG
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const idMaterial * lagoMaterial; // lagometer drawing
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float lastDamageTime; // accentuate the tunnel effect for a while
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idVec4 fadeColor; // fade color
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idVec4 fadeToColor; // color to fade to
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idVec4 fadeFromColor; // color to fade from
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float fadeRate; // fade rate
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int fadeTime; // fade time
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idAngles shakeAng; // from the sound sources
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idPlayer * player;
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renderView_t view;
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};
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#endif /* !__GAME_PLAYERVIEW_H__ */
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