dhewm3/neo/d3xp/PlayerView.cpp
dhewg 736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00

1855 lines
44 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "renderer/RenderWorld.h"
#include "gamesys/SysCvar.h"
#include "gamesys/SaveGame.h"
#include "GameBase.h"
#include "Player.h"
#include "PlayerView.h"
// _D3XP : rename all gameLocal.time to gameLocal.slow.time for merge!
#ifdef _D3XP
static int MakePowerOfTwo( int num ) {
int pot;
for (pot = 1 ; pot < num ; pot<<=1) {
}
return pot;
}
#endif
const int IMPULSE_DELAY = 150;
/*
==============
idPlayerView::idPlayerView
==============
*/
idPlayerView::idPlayerView() {
memset( screenBlobs, 0, sizeof( screenBlobs ) );
memset( &view, 0, sizeof( view ) );
player = NULL;
dvMaterial = declManager->FindMaterial( "_scratch" );
tunnelMaterial = declManager->FindMaterial( "textures/decals/tunnel" );
armorMaterial = declManager->FindMaterial( "armorViewEffect" );
berserkMaterial = declManager->FindMaterial( "textures/decals/berserk" );
irGogglesMaterial = declManager->FindMaterial( "textures/decals/irblend" );
bloodSprayMaterial = declManager->FindMaterial( "textures/decals/bloodspray" );
bfgMaterial = declManager->FindMaterial( "textures/decals/bfgvision" );
lagoMaterial = declManager->FindMaterial( LAGO_MATERIAL, false );
bfgVision = false;
dvFinishTime = 0;
kickFinishTime = 0;
kickAngles.Zero();
lastDamageTime = 0.0f;
fadeTime = 0;
fadeRate = 0.0;
fadeFromColor.Zero();
fadeToColor.Zero();
fadeColor.Zero();
shakeAng.Zero();
#ifdef _D3XP
fxManager = NULL;
if ( !fxManager ) {
fxManager = new FullscreenFXManager;
fxManager->Initialize( this );
}
#endif
ClearEffects();
}
/*
==============
idPlayerView::Save
==============
*/
void idPlayerView::Save( idSaveGame *savefile ) const {
int i;
const screenBlob_t *blob;
blob = &screenBlobs[ 0 ];
for( i = 0; i < MAX_SCREEN_BLOBS; i++, blob++ ) {
savefile->WriteMaterial( blob->material );
savefile->WriteFloat( blob->x );
savefile->WriteFloat( blob->y );
savefile->WriteFloat( blob->w );
savefile->WriteFloat( blob->h );
savefile->WriteFloat( blob->s1 );
savefile->WriteFloat( blob->t1 );
savefile->WriteFloat( blob->s2 );
savefile->WriteFloat( blob->t2 );
savefile->WriteInt( blob->finishTime );
savefile->WriteInt( blob->startFadeTime );
savefile->WriteFloat( blob->driftAmount );
}
savefile->WriteInt( dvFinishTime );
savefile->WriteMaterial( dvMaterial );
savefile->WriteInt( kickFinishTime );
savefile->WriteAngles( kickAngles );
savefile->WriteBool( bfgVision );
savefile->WriteMaterial( tunnelMaterial );
savefile->WriteMaterial( armorMaterial );
savefile->WriteMaterial( berserkMaterial );
savefile->WriteMaterial( irGogglesMaterial );
savefile->WriteMaterial( bloodSprayMaterial );
savefile->WriteMaterial( bfgMaterial );
savefile->WriteFloat( lastDamageTime );
savefile->WriteVec4( fadeColor );
savefile->WriteVec4( fadeToColor );
savefile->WriteVec4( fadeFromColor );
savefile->WriteFloat( fadeRate );
savefile->WriteInt( fadeTime );
savefile->WriteAngles( shakeAng );
savefile->WriteObject( player );
savefile->WriteRenderView( view );
#ifdef _D3XP
if ( fxManager ) {
fxManager->Save( savefile );
}
#endif
}
/*
==============
idPlayerView::Restore
==============
*/
void idPlayerView::Restore( idRestoreGame *savefile ) {
int i;
screenBlob_t *blob;
blob = &screenBlobs[ 0 ];
for( i = 0; i < MAX_SCREEN_BLOBS; i++, blob++ ) {
savefile->ReadMaterial( blob->material );
savefile->ReadFloat( blob->x );
savefile->ReadFloat( blob->y );
savefile->ReadFloat( blob->w );
savefile->ReadFloat( blob->h );
savefile->ReadFloat( blob->s1 );
savefile->ReadFloat( blob->t1 );
savefile->ReadFloat( blob->s2 );
savefile->ReadFloat( blob->t2 );
savefile->ReadInt( blob->finishTime );
savefile->ReadInt( blob->startFadeTime );
savefile->ReadFloat( blob->driftAmount );
}
savefile->ReadInt( dvFinishTime );
savefile->ReadMaterial( dvMaterial );
savefile->ReadInt( kickFinishTime );
savefile->ReadAngles( kickAngles );
savefile->ReadBool( bfgVision );
savefile->ReadMaterial( tunnelMaterial );
savefile->ReadMaterial( armorMaterial );
savefile->ReadMaterial( berserkMaterial );
savefile->ReadMaterial( irGogglesMaterial );
savefile->ReadMaterial( bloodSprayMaterial );
savefile->ReadMaterial( bfgMaterial );
savefile->ReadFloat( lastDamageTime );
savefile->ReadVec4( fadeColor );
savefile->ReadVec4( fadeToColor );
savefile->ReadVec4( fadeFromColor );
savefile->ReadFloat( fadeRate );
savefile->ReadInt( fadeTime );
savefile->ReadAngles( shakeAng );
savefile->ReadObject( reinterpret_cast<idClass *&>( player ) );
savefile->ReadRenderView( view );
#ifdef _D3XP
if ( fxManager ) {
fxManager->Restore( savefile );
}
#endif
}
/*
==============
idPlayerView::SetPlayerEntity
==============
*/
void idPlayerView::SetPlayerEntity( idPlayer *playerEnt ) {
player = playerEnt;
}
/*
==============
idPlayerView::ClearEffects
==============
*/
void idPlayerView::ClearEffects() {
lastDamageTime = MS2SEC( gameLocal.slow.time - 99999 );
dvFinishTime = ( gameLocal.fast.time - 99999 );
kickFinishTime = ( gameLocal.slow.time - 99999 );
for ( int i = 0 ; i < MAX_SCREEN_BLOBS ; i++ ) {
screenBlobs[i].finishTime = gameLocal.slow.time;
}
fadeTime = 0;
bfgVision = false;
}
/*
==============
idPlayerView::GetScreenBlob
==============
*/
screenBlob_t *idPlayerView::GetScreenBlob() {
screenBlob_t *oldest = &screenBlobs[0];
for ( int i = 1 ; i < MAX_SCREEN_BLOBS ; i++ ) {
if ( screenBlobs[i].finishTime < oldest->finishTime ) {
oldest = &screenBlobs[i];
}
}
return oldest;
}
/*
==============
idPlayerView::DamageImpulse
LocalKickDir is the direction of force in the player's coordinate system,
which will determine the head kick direction
==============
*/
void idPlayerView::DamageImpulse( idVec3 localKickDir, const idDict *damageDef ) {
//
// double vision effect
//
if ( lastDamageTime > 0.0f && SEC2MS( lastDamageTime ) + IMPULSE_DELAY > gameLocal.slow.time ) {
// keep shotgun from obliterating the view
return;
}
float dvTime = damageDef->GetFloat( "dv_time" );
if ( dvTime ) {
if ( dvFinishTime < gameLocal.fast.time ) {
dvFinishTime = gameLocal.fast.time;
}
dvFinishTime += g_dvTime.GetFloat() * dvTime;
// don't let it add up too much in god mode
if ( dvFinishTime > gameLocal.fast.time + 5000 ) {
dvFinishTime = gameLocal.fast.time + 5000;
}
}
//
// head angle kick
//
float kickTime = damageDef->GetFloat( "kick_time" );
if ( kickTime ) {
kickFinishTime = gameLocal.slow.time + g_kickTime.GetFloat() * kickTime;
// forward / back kick will pitch view
kickAngles[0] = localKickDir[0];
// side kick will yaw view
kickAngles[1] = localKickDir[1]*0.5f;
// up / down kick will pitch view
kickAngles[0] += localKickDir[2];
// roll will come from side
kickAngles[2] = localKickDir[1];
float kickAmplitude = damageDef->GetFloat( "kick_amplitude" );
if ( kickAmplitude ) {
kickAngles *= kickAmplitude;
}
}
//
// screen blob
//
float blobTime = damageDef->GetFloat( "blob_time" );
if ( blobTime ) {
screenBlob_t *blob = GetScreenBlob();
blob->startFadeTime = gameLocal.slow.time;
blob->finishTime = gameLocal.slow.time + blobTime * g_blobTime.GetFloat() * ((float)gameLocal.msec / USERCMD_MSEC);
const char *materialName = damageDef->GetString( "mtr_blob" );
blob->material = declManager->FindMaterial( materialName );
blob->x = damageDef->GetFloat( "blob_x" );
blob->x += ( gameLocal.random.RandomInt()&63 ) - 32;
blob->y = damageDef->GetFloat( "blob_y" );
blob->y += ( gameLocal.random.RandomInt()&63 ) - 32;
float scale = ( 256 + ( ( gameLocal.random.RandomInt()&63 ) - 32 ) ) / 256.0f;
blob->w = damageDef->GetFloat( "blob_width" ) * g_blobSize.GetFloat() * scale;
blob->h = damageDef->GetFloat( "blob_height" ) * g_blobSize.GetFloat() * scale;
blob->s1 = 0;
blob->t1 = 0;
blob->s2 = 1;
blob->t2 = 1;
}
//
// save lastDamageTime for tunnel vision accentuation
//
lastDamageTime = MS2SEC( gameLocal.slow.time );
}
/*
==================
idPlayerView::AddBloodSpray
If we need a more generic way to add blobs then we can do that
but having it localized here lets the material be pre-looked up etc.
==================
*/
void idPlayerView::AddBloodSpray( float duration ) {
/*
if ( duration <= 0 || bloodSprayMaterial == NULL || g_skipViewEffects.GetBool() ) {
return;
}
// visit this for chainsaw
screenBlob_t *blob = GetScreenBlob();
blob->startFadeTime = gameLocal.slow.time;
blob->finishTime = gameLocal.slow.time + ( duration * 1000 );
blob->material = bloodSprayMaterial;
blob->x = ( gameLocal.random.RandomInt() & 63 ) - 32;
blob->y = ( gameLocal.random.RandomInt() & 63 ) - 32;
blob->driftAmount = 0.5f + gameLocal.random.CRandomFloat() * 0.5;
float scale = ( 256 + ( ( gameLocal.random.RandomInt()&63 ) - 32 ) ) / 256.0f;
blob->w = 600 * g_blobSize.GetFloat() * scale;
blob->h = 480 * g_blobSize.GetFloat() * scale;
float s1 = 0.0f;
float t1 = 0.0f;
float s2 = 1.0f;
float t2 = 1.0f;
if ( blob->driftAmount < 0.6 ) {
s1 = 1.0f;
s2 = 0.0f;
} else if ( blob->driftAmount < 0.75 ) {
t1 = 1.0f;
t2 = 0.0f;
} else if ( blob->driftAmount < 0.85 ) {
s1 = 1.0f;
s2 = 0.0f;
t1 = 1.0f;
t2 = 0.0f;
}
blob->s1 = s1;
blob->t1 = t1;
blob->s2 = s2;
blob->t2 = t2;
*/
}
/*
==================
idPlayerView::WeaponFireFeedback
Called when a weapon fires, generates head twitches, etc
==================
*/
void idPlayerView::WeaponFireFeedback( const idDict *weaponDef ) {
int recoilTime;
recoilTime = weaponDef->GetInt( "recoilTime" );
// don't shorten a damage kick in progress
if ( recoilTime && kickFinishTime < gameLocal.slow.time ) {
idAngles angles;
weaponDef->GetAngles( "recoilAngles", "5 0 0", angles );
kickAngles = angles;
int finish = gameLocal.slow.time + g_kickTime.GetFloat() * recoilTime;
kickFinishTime = finish;
}
}
/*
===================
idPlayerView::CalculateShake
===================
*/
void idPlayerView::CalculateShake() {
idVec3 origin, matrix;
float shakeVolume = gameSoundWorld->CurrentShakeAmplitudeForPosition( gameLocal.slow.time, player->firstPersonViewOrigin );
//
// shakeVolume should somehow be molded into an angle here
// it should be thought of as being in the range 0.0 -> 1.0, although
// since CurrentShakeAmplitudeForPosition() returns all the shake sounds
// the player can hear, it can go over 1.0 too.
//
shakeAng[0] = gameLocal.random.CRandomFloat() * shakeVolume;
shakeAng[1] = gameLocal.random.CRandomFloat() * shakeVolume;
shakeAng[2] = gameLocal.random.CRandomFloat() * shakeVolume;
}
/*
===================
idPlayerView::ShakeAxis
===================
*/
idMat3 idPlayerView::ShakeAxis() const {
return shakeAng.ToMat3();
}
/*
===================
idPlayerView::AngleOffset
kickVector, a world space direction that the attack should
===================
*/
idAngles idPlayerView::AngleOffset() const {
idAngles ang;
ang.Zero();
if ( gameLocal.slow.time < kickFinishTime ) {
float offset = kickFinishTime - gameLocal.slow.time;
ang = kickAngles * offset * offset * g_kickAmplitude.GetFloat();
for ( int i = 0 ; i < 3 ; i++ ) {
if ( ang[i] > 70.0f ) {
ang[i] = 70.0f;
} else if ( ang[i] < -70.0f ) {
ang[i] = -70.0f;
}
}
}
return ang;
}
/*
==================
idPlayerView::SingleView
==================
*/
void idPlayerView::SingleView( idUserInterface *hud, const renderView_t *view ) {
// normal rendering
if ( !view ) {
return;
}
// place the sound origin for the player
gameSoundWorld->PlaceListener( view->vieworg, view->viewaxis, player->entityNumber + 1, gameLocal.slow.time, hud ? hud->State().GetString( "location" ) : "Undefined" );
// if the objective system is up, don't do normal drawing
if ( player->objectiveSystemOpen ) {
player->objectiveSystem->Redraw( gameLocal.fast.time );
return;
}
// hack the shake in at the very last moment, so it can't cause any consistency problems
renderView_t hackedView = *view;
hackedView.viewaxis = hackedView.viewaxis * ShakeAxis();
#ifdef _D3XP
if ( gameLocal.portalSkyEnt.GetEntity() && gameLocal.IsPortalSkyAcive() && g_enablePortalSky.GetBool() ) {
renderView_t portalView = hackedView;
portalView.vieworg = gameLocal.portalSkyEnt.GetEntity()->GetPhysics()->GetOrigin();
// setup global fixup projection vars
if ( 1 ) {
int vidWidth, vidHeight;
idVec2 shiftScale;
renderSystem->GetGLSettings( vidWidth, vidHeight );
float pot;
int w = vidWidth;
pot = MakePowerOfTwo( w );
shiftScale.x = (float)w / pot;
int h = vidHeight;
pot = MakePowerOfTwo( h );
shiftScale.y = (float)h / pot;
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
}
// process the frame
fxManager->Process( &hackedView );
#endif
if ( player->spectating ) {
return;
}
#ifdef _D3XP
if ( !hud ) {
return;
}
#endif
// draw screen blobs
if ( !pm_thirdPerson.GetBool() && !g_skipViewEffects.GetBool() ) {
for ( int i = 0 ; i < MAX_SCREEN_BLOBS ; i++ ) {
screenBlob_t *blob = &screenBlobs[i];
if ( blob->finishTime <= gameLocal.slow.time ) {
continue;
}
blob->y += blob->driftAmount;
float fade = (float)( blob->finishTime - gameLocal.slow.time ) / ( blob->finishTime - blob->startFadeTime );
if ( fade > 1.0f ) {
fade = 1.0f;
}
if ( fade ) {
renderSystem->SetColor4( 1,1,1,fade );
renderSystem->DrawStretchPic( blob->x, blob->y, blob->w, blob->h,blob->s1, blob->t1, blob->s2, blob->t2, blob->material );
}
}
player->DrawHUD( hud );
// armor impulse feedback
float armorPulse = ( gameLocal.fast.time - player->lastArmorPulse ) / 250.0f;
if ( armorPulse > 0.0f && armorPulse < 1.0f ) {
renderSystem->SetColor4( 1, 1, 1, 1.0 - armorPulse );
renderSystem->DrawStretchPic( 0, 0, 640, 480, 0, 0, 1, 1, armorMaterial );
}
// tunnel vision
float health = 0.0f;
if ( g_testHealthVision.GetFloat() != 0.0f ) {
health = g_testHealthVision.GetFloat();
} else {
health = player->health;
}
float alpha = health / 100.0f;
if ( alpha < 0.0f ) {
alpha = 0.0f;
}
if ( alpha > 1.0f ) {
alpha = 1.0f;
}
if ( alpha < 1.0f ) {
renderSystem->SetColor4( ( player->health <= 0.0f ) ? MS2SEC( gameLocal.slow.time ) : lastDamageTime, 1.0f, 1.0f, ( player->health <= 0.0f ) ? 0.0f : alpha );
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, tunnelMaterial );
}
if ( bfgVision ) {
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, bfgMaterial );
}
}
// test a single material drawn over everything
if ( g_testPostProcess.GetString()[0] ) {
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, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, mtr );
}
}
}
/*
=================
idPlayerView::Flash
flashes the player view with the given color
=================
*/
void idPlayerView::Flash(idVec4 color, int time ) {
Fade(idVec4(0, 0, 0, 0), time);
fadeFromColor = colorWhite;
}
/*
=================
idPlayerView::Fade
used for level transition fades
assumes: color.w is 0 or 1
=================
*/
void idPlayerView::Fade( idVec4 color, int time ) {
#ifdef _D3XP
SetTimeState ts( player->timeGroup );
#endif
if ( !fadeTime ) {
fadeFromColor.Set( 0.0f, 0.0f, 0.0f, 1.0f - color[ 3 ] );
} else {
fadeFromColor = fadeColor;
}
fadeToColor = color;
if ( time <= 0 ) {
fadeRate = 0;
time = 0;
fadeColor = fadeToColor;
} else {
fadeRate = 1.0f / ( float )time;
}
if ( gameLocal.realClientTime == 0 && time == 0 ) {
fadeTime = 1;
} else {
fadeTime = gameLocal.realClientTime + time;
}
}
/*
=================
idPlayerView::ScreenFade
=================
*/
void idPlayerView::ScreenFade() {
int msec;
float t;
if ( !fadeTime ) {
return;
}
#ifdef _D3XP
SetTimeState ts( player->timeGroup );
#endif
msec = fadeTime - gameLocal.realClientTime;
if ( msec <= 0 ) {
fadeColor = fadeToColor;
if ( fadeColor[ 3 ] == 0.0f ) {
fadeTime = 0;
}
} else {
t = ( float )msec * fadeRate;
fadeColor = fadeFromColor * t + fadeToColor * ( 1.0f - t );
}
if ( fadeColor[ 3 ] != 0.0f ) {
renderSystem->SetColor4( fadeColor[ 0 ], fadeColor[ 1 ], fadeColor[ 2 ], fadeColor[ 3 ] );
renderSystem->DrawStretchPic( 0, 0, 640, 480, 0, 0, 1, 1, declManager->FindMaterial( "_white" ) );
}
}
/*
===================
idPlayerView::RenderPlayerView
===================
*/
void idPlayerView::RenderPlayerView( idUserInterface *hud ) {
const renderView_t *view = player->GetRenderView();
SingleView( hud, view );
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 );
}
}
#ifdef _D3XP
/*
===================
idPlayerView::WarpVision
===================
*/
int idPlayerView::AddWarp( idVec3 worldOrigin, float centerx, float centery, float initialRadius, float durationMsec ) {
FullscreenFX_Warp *fx = (FullscreenFX_Warp*)( fxManager->FindFX( "warp" ) );
if ( fx ) {
fx->EnableGrabber( true );
return 1;
}
return 1;
}
void idPlayerView::FreeWarp( int id ) {
FullscreenFX_Warp *fx = (FullscreenFX_Warp*)( fxManager->FindFX( "warp" ) );
if ( fx ) {
fx->EnableGrabber( false );
return;
}
}
/*
==================
FxFader::FxFader
==================
*/
FxFader::FxFader() {
time = 0;
state = FX_STATE_OFF;
alpha = 0;
msec = 1000;
}
/*
==================
FxFader::SetTriggerState
==================
*/
bool FxFader::SetTriggerState( bool active ) {
// handle on/off states
if ( active && state == FX_STATE_OFF ) {
state = FX_STATE_RAMPUP;
time = gameLocal.slow.time + msec;
}
else if ( !active && state == FX_STATE_ON ) {
state = FX_STATE_RAMPDOWN;
time = gameLocal.slow.time + msec;
}
// handle rampup/rampdown states
if ( state == FX_STATE_RAMPUP ) {
if ( gameLocal.slow.time >= time ) {
state = FX_STATE_ON;
}
}
else if ( state == FX_STATE_RAMPDOWN ) {
if ( gameLocal.slow.time >= time ) {
state = FX_STATE_OFF;
}
}
// compute alpha
switch ( state ) {
case FX_STATE_ON: alpha = 1; break;
case FX_STATE_OFF: alpha = 0; break;
case FX_STATE_RAMPUP: alpha = 1 - (float)( time - gameLocal.slow.time ) / msec; break;
case FX_STATE_RAMPDOWN: alpha = (float)( time - gameLocal.slow.time ) / msec; break;
}
if ( alpha > 0 ) {
return true;
}
else {
return false;
}
}
/*
==================
FxFader::Save
==================
*/
void FxFader::Save( idSaveGame *savefile ) {
savefile->WriteInt( time );
savefile->WriteInt( state );
savefile->WriteFloat( alpha );
savefile->WriteInt( msec );
}
/*
==================
FxFader::Restore
==================
*/
void FxFader::Restore( idRestoreGame *savefile ) {
savefile->ReadInt( time );
savefile->ReadInt( state );
savefile->ReadFloat( alpha );
savefile->ReadInt( msec );
}
/*
==================
FullscreenFX_Helltime::Save
==================
*/
void FullscreenFX::Save( idSaveGame *savefile ) {
fader.Save( savefile );
}
/*
==================
FullscreenFX_Helltime::Restore
==================
*/
void FullscreenFX::Restore( idRestoreGame *savefile ) {
fader.Restore( savefile );
}
/*
==================
FullscreenFX_Helltime::Initialize
==================
*/
void FullscreenFX_Helltime::Initialize() {
acInitMaterials[0] = declManager->FindMaterial( "textures/smf/bloodorb1/ac_init" );
acInitMaterials[1] = declManager->FindMaterial( "textures/smf/bloodorb2/ac_init" );
acInitMaterials[2] = declManager->FindMaterial( "textures/smf/bloodorb3/ac_init" );
acCaptureMaterials[0] = declManager->FindMaterial( "textures/smf/bloodorb1/ac_capture" );
acCaptureMaterials[1] = declManager->FindMaterial( "textures/smf/bloodorb2/ac_capture" );
acCaptureMaterials[2] = declManager->FindMaterial( "textures/smf/bloodorb3/ac_capture" );
acDrawMaterials[0] = declManager->FindMaterial( "textures/smf/bloodorb1/ac_draw" );
acDrawMaterials[1] = declManager->FindMaterial( "textures/smf/bloodorb2/ac_draw" );
acDrawMaterials[2] = declManager->FindMaterial( "textures/smf/bloodorb3/ac_draw" );
crCaptureMaterials[0] = declManager->FindMaterial( "textures/smf/bloodorb1/cr_capture" );
crCaptureMaterials[1] = declManager->FindMaterial( "textures/smf/bloodorb2/cr_capture" );
crCaptureMaterials[2] = declManager->FindMaterial( "textures/smf/bloodorb3/cr_capture" );
crDrawMaterials[0] = declManager->FindMaterial( "textures/smf/bloodorb1/cr_draw" );
crDrawMaterials[1] = declManager->FindMaterial( "textures/smf/bloodorb2/cr_draw" );
crDrawMaterials[2] = declManager->FindMaterial( "textures/smf/bloodorb3/cr_draw" );
clearAccumBuffer = true;
}
/*
==================
FullscreenFX_Helltime::DetermineLevel
==================
*/
int FullscreenFX_Helltime::DetermineLevel() {
idPlayer *player;
int testfx = g_testHelltimeFX.GetInteger();
// for testing purposes
if ( testfx >= 0 && testfx < 3 ) {
return testfx;
}
player = fxman->GetPlayer();
if ( player->PowerUpActive( INVULNERABILITY ) ) {
return 2;
}
else if ( player->PowerUpActive( BERSERK ) ) {
return 1;
}
else if ( player->PowerUpActive( HELLTIME ) ) {
return 0;
}
return -1;
}
/*
==================
FullscreenFX_Helltime::Active
==================
*/
bool FullscreenFX_Helltime::Active() {
if ( gameLocal.inCinematic || gameLocal.isMultiplayer ) {
return false;
}
if ( DetermineLevel() >= 0 ) {
return true;
}
else {
// latch the clear flag
if ( fader.GetAlpha() == 0 ) {
clearAccumBuffer = true;
}
}
return false;
}
/*
==================
FullscreenFX_Helltime::AccumPass
==================
*/
void FullscreenFX_Helltime::AccumPass( const renderView_t *view ) {
idVec2 shiftScale;
int level = DetermineLevel();
// for testing
if ( level < 0 || level > 2 ) {
level = 0;
}
shiftScale = fxman->GetShiftScale();
renderSystem->SetColor4( 1, 1, 1, 1 );
// capture pass
if ( clearAccumBuffer ) {
clearAccumBuffer = false;
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, acInitMaterials[level] );
}
else {
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, acCaptureMaterials[level] );
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, shiftScale.y, shiftScale.x, 0, crCaptureMaterials[level] );
}
renderSystem->CaptureRenderToImage( "_accum" );
}
/*
==================
FullscreenFX_Helltime::HighQuality
==================
*/
void FullscreenFX_Helltime::HighQuality() {
idVec2 shiftScale;
int level = DetermineLevel();
// for testing
if ( level < 0 || level > 2 ) {
level = 0;
}
shiftScale = fxman->GetShiftScale();
renderSystem->SetColor4( 1, 1, 1, 1 );
// draw pass
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, acDrawMaterials[level] );
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, shiftScale.y, shiftScale.x, 0, crDrawMaterials[level] );
}
/*
==================
FullscreenFX_Helltime::Restore
==================
*/
void FullscreenFX_Helltime::Restore( idRestoreGame *savefile ) {
FullscreenFX::Restore( savefile );
// latch the clear flag
clearAccumBuffer = true;
}
/*
==================
FullscreenFX_Multiplayer::Initialize
==================
*/
void FullscreenFX_Multiplayer::Initialize() {
acInitMaterials = declManager->FindMaterial( "textures/smf/multiplayer1/ac_init" );
acCaptureMaterials = declManager->FindMaterial( "textures/smf/multiplayer1/ac_capture" );
acDrawMaterials = declManager->FindMaterial( "textures/smf/multiplayer1/ac_draw" );
crCaptureMaterials = declManager->FindMaterial( "textures/smf/multiplayer1/cr_capture" );
crDrawMaterials = declManager->FindMaterial( "textures/smf/multiplayer1/cr_draw" );
clearAccumBuffer = true;
}
/*
==================
FullscreenFX_Multiplayer::DetermineLevel
==================
*/
int FullscreenFX_Multiplayer::DetermineLevel() {
idPlayer *player;
int testfx = g_testMultiplayerFX.GetInteger();
// for testing purposes
if ( testfx >= 0 && testfx < 3 ) {
return testfx;
}
player = fxman->GetPlayer();
if ( player->PowerUpActive( INVULNERABILITY ) ) {
return 2;
}
//else if ( player->PowerUpActive( HASTE ) ) {
// return 1;
//}
else if ( player->PowerUpActive( BERSERK ) ) {
return 0;
}
return -1;
}
/*
==================
FullscreenFX_Multiplayer::Active
==================
*/
bool FullscreenFX_Multiplayer::Active() {
if ( !gameLocal.isMultiplayer && g_testMultiplayerFX.GetInteger() == -1 ) {
return false;
}
if ( DetermineLevel() >= 0 ) {
return true;
}
else {
// latch the clear flag
if ( fader.GetAlpha() == 0 ) {
clearAccumBuffer = true;
}
}
return false;
}
/*
==================
FullscreenFX_Multiplayer::AccumPass
==================
*/
void FullscreenFX_Multiplayer::AccumPass( const renderView_t *view ) {
idVec2 shiftScale;
int level = DetermineLevel();
// for testing
if ( level < 0 || level > 2 ) {
level = 0;
}
shiftScale = fxman->GetShiftScale();
renderSystem->SetColor4( 1, 1, 1, 1 );
// capture pass
if ( clearAccumBuffer ) {
clearAccumBuffer = false;
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, acInitMaterials );
}
else {
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, acCaptureMaterials );
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, shiftScale.y, shiftScale.x, 0, crCaptureMaterials );
}
renderSystem->CaptureRenderToImage( "_accum" );
}
/*
==================
FullscreenFX_Multiplayer::HighQuality
==================
*/
void FullscreenFX_Multiplayer::HighQuality() {
idVec2 shiftScale;
int level = DetermineLevel();
// for testing
if ( level < 0 || level > 2 ) {
level = 0;
}
shiftScale = fxman->GetShiftScale();
renderSystem->SetColor4( 1, 1, 1, 1 );
// draw pass
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, acDrawMaterials );
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, shiftScale.y, shiftScale.x, 0, crDrawMaterials );
}
/*
==================
FullscreenFX_Multiplayer::Restore
==================
*/
void FullscreenFX_Multiplayer::Restore( idRestoreGame *savefile ) {
FullscreenFX::Restore( savefile );
// latch the clear flag
clearAccumBuffer = true;
}
/*
==================
FullscreenFX_Warp::Initialize
==================
*/
void FullscreenFX_Warp::Initialize() {
material = declManager->FindMaterial( "textures/smf/warp" );
grabberEnabled = false;
startWarpTime = 0;
}
/*
==================
FullscreenFX_Warp::Active
==================
*/
bool FullscreenFX_Warp::Active() {
if ( grabberEnabled ) {
return true;
}
return false;
}
/*
==================
FullscreenFX_Warp::Save
==================
*/
void FullscreenFX_Warp::Save( idSaveGame *savefile ) {
FullscreenFX::Save( savefile );
savefile->WriteBool( grabberEnabled );
savefile->WriteInt( startWarpTime );
}
/*
==================
FullscreenFX_Warp::Restore
==================
*/
void FullscreenFX_Warp::Restore( idRestoreGame *savefile ) {
FullscreenFX::Restore( savefile );
savefile->ReadBool( grabberEnabled );
savefile->ReadInt( startWarpTime );
}
/*
==================
FullscreenFX_Warp::DrawWarp
==================
*/
void FullscreenFX_Warp::DrawWarp( WarpPolygon_t wp, float interp ) {
idVec4 mid1_uv, mid2_uv;
idVec4 mid1, mid2;
idVec2 drawPts[6], shiftScale;
WarpPolygon_t trans;
trans = wp;
shiftScale = fxman->GetShiftScale();
// compute mid points
mid1 = trans.outer1 * ( interp ) + trans.center * ( 1 - interp );
mid2 = trans.outer2 * ( interp ) + trans.center * ( 1 - interp );
mid1_uv = trans.outer1 * ( 0.5 ) + trans.center * ( 1 - 0.5 );
mid2_uv = trans.outer2 * ( 0.5 ) + trans.center * ( 1 - 0.5 );
// draw [outer1, mid2, mid1]
drawPts[0].Set( trans.outer1.x, trans.outer1.y );
drawPts[1].Set( mid2.x, mid2.y );
drawPts[2].Set( mid1.x, mid1.y );
drawPts[3].Set( trans.outer1.z, trans.outer1.w );
drawPts[4].Set( mid2_uv.z, mid2_uv.w );
drawPts[5].Set( mid1_uv.z, mid1_uv.w );
for ( int j = 0; j < 3; j++ ) {
drawPts[j+3].x *= shiftScale.x;
drawPts[j+3].y *= shiftScale.y;
}
renderSystem->DrawStretchTri( drawPts[0], drawPts[1], drawPts[2], drawPts[3], drawPts[4], drawPts[5], material );
// draw [outer1, outer2, mid2]
drawPts[0].Set( trans.outer1.x, trans.outer1.y );
drawPts[1].Set( trans.outer2.x, trans.outer2.y );
drawPts[2].Set( mid2.x, mid2.y );
drawPts[3].Set( trans.outer1.z, trans.outer1.w );
drawPts[4].Set( trans.outer2.z, trans.outer2.w );
drawPts[5].Set( mid2_uv.z, mid2_uv.w );
for ( int j = 0; j < 3; j++ ) {
drawPts[j+3].x *= shiftScale.x;
drawPts[j+3].y *= shiftScale.y;
}
renderSystem->DrawStretchTri( drawPts[0], drawPts[1], drawPts[2], drawPts[3], drawPts[4], drawPts[5], material );
// draw [mid1, mid2, center]
drawPts[0].Set( mid1.x, mid1.y );
drawPts[1].Set( mid2.x, mid2.y );
drawPts[2].Set( trans.center.x, trans.center.y );
drawPts[3].Set( mid1_uv.z, mid1_uv.w );
drawPts[4].Set( mid2_uv.z, mid2_uv.w );
drawPts[5].Set( trans.center.z, trans.center.w );
for ( int j = 0; j < 3; j++ ) {
drawPts[j+3].x *= shiftScale.x;
drawPts[j+3].y *= shiftScale.y;
}
renderSystem->DrawStretchTri( drawPts[0], drawPts[1], drawPts[2], drawPts[3], drawPts[4], drawPts[5], material );
}
/*
==================
FullscreenFX_Warp::HighQuality
==================
*/
void FullscreenFX_Warp::HighQuality() {
float x1, y1, x2, y2, radius, interp;
idVec2 center;
int STEP = 9;
interp = ( idMath::Sin( (float)( gameLocal.slow.time - startWarpTime ) / 1000 ) + 1 ) / 2.f;
interp = 0.7 * ( 1 - interp ) + 0.3 * ( interp );
// draw the warps
center.x = 320;
center.y = 240;
radius = 200;
for ( float i = 0; i < 360; i += STEP ) {
// compute the values
x1 = idMath::Sin( DEG2RAD( i ) );
y1 = idMath::Cos( DEG2RAD( i ) );
x2 = idMath::Sin( DEG2RAD( i + STEP ) );
y2 = idMath::Cos( DEG2RAD( i + STEP ) );
// add warp polygon
WarpPolygon_t p;
p.outer1.x = center.x + x1 * radius;
p.outer1.y = center.y + y1 * radius;
p.outer1.z = p.outer1.x / 640.f;
p.outer1.w = 1 - ( p.outer1.y / 480.f );
p.outer2.x = center.x + x2 * radius;
p.outer2.y = center.y + y2 * radius;
p.outer2.z = p.outer2.x / 640.f;
p.outer2.w = 1 - ( p.outer2.y / 480.f );
p.center.x = center.x;
p.center.y = center.y;
p.center.z = p.center.x / 640.f;
p.center.w = 1 - ( p.center.y / 480.f );
// draw it
DrawWarp( p, interp );
}
}
/*
==================
FullscreenFX_EnviroSuit::Initialize
==================
*/
void FullscreenFX_EnviroSuit::Initialize() {
material = declManager->FindMaterial( "textures/smf/enviro_suit" );
}
/*
==================
FullscreenFX_EnviroSuit::Active
==================
*/
bool FullscreenFX_EnviroSuit::Active() {
idPlayer *player;
player = fxman->GetPlayer();
if ( player->PowerUpActive( ENVIROSUIT ) ) {
return true;
}
return false;
}
/*
==================
FullscreenFX_EnviroSuit::HighQuality
==================
*/
void FullscreenFX_EnviroSuit::HighQuality() {
renderSystem->SetColor4( 1, 1, 1, 1 );
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, material );
}
/*
==================
FullscreenFX_DoubleVision::Initialize
==================
*/
void FullscreenFX_DoubleVision::Initialize() {
material = declManager->FindMaterial( "textures/smf/doubleVision" );
}
/*
==================
FullscreenFX_DoubleVision::Active
==================
*/
bool FullscreenFX_DoubleVision::Active() {
if ( gameLocal.fast.time < fxman->GetPlayerView()->dvFinishTime ) {
return true;
}
return false;
}
/*
==================
FullscreenFX_DoubleVision::HighQuality
==================
*/
void FullscreenFX_DoubleVision::HighQuality() {
int offset = fxman->GetPlayerView()->dvFinishTime - gameLocal.fast.time;
float scale = offset * g_dvAmplitude.GetFloat();
idPlayer *player;
idVec2 shiftScale;
// for testing purposes
if ( !Active() ) {
static int test = 0;
if ( test > 312 ) {
test = 0;
}
offset = test++;
scale = offset * g_dvAmplitude.GetFloat();
}
player = fxman->GetPlayer();
shiftScale = fxman->GetShiftScale();
offset *= 2; // crutch up for higher res
// set the scale and shift
if ( scale > 0.5f ) {
scale = 0.5f;
}
float shift = scale * sin( sqrtf( (float)offset ) * g_dvFrequency.GetFloat() );
shift = fabs( shift );
// carry red tint if in berserk mode
idVec4 color(1, 1, 1, 1);
if ( gameLocal.fast.time < player->inventory.powerupEndTime[ BERSERK ] ) {
color.y = 0;
color.z = 0;
}
if ( !gameLocal.isMultiplayer && (gameLocal.fast.time < player->inventory.powerupEndTime[ HELLTIME ] || gameLocal.fast.time < player->inventory.powerupEndTime[ INVULNERABILITY ])) {
color.y = 0;
color.z = 0;
}
renderSystem->SetColor4( color.x, color.y, color.z, 1.0f );
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, shift, shiftScale.y, shiftScale.x, 0, material );
renderSystem->SetColor4( color.x, color.y, color.z, 0.5f );
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, shiftScale.y, (1-shift) * shiftScale.x, 0, material );
}
/*
==================
FullscreenFX_InfluenceVision::Initialize
==================
*/
void FullscreenFX_InfluenceVision::Initialize() {
}
/*
==================
FullscreenFX_InfluenceVision::Active
==================
*/
bool FullscreenFX_InfluenceVision::Active() {
idPlayer *player;
player = fxman->GetPlayer();
if ( player->GetInfluenceMaterial() || player->GetInfluenceEntity() ) {
return true;
}
return false;
}
/*
==================
FullscreenFX_InfluenceVision::HighQuality
==================
*/
void FullscreenFX_InfluenceVision::HighQuality() {
float distance = 0.0f;
float pct = 1.0f;
idPlayer *player;
idVec2 shiftScale;
shiftScale = fxman->GetShiftScale();
player = fxman->GetPlayer();
if ( player->GetInfluenceEntity() ) {
distance = ( player->GetInfluenceEntity()->GetPhysics()->GetOrigin() - player->GetPhysics()->GetOrigin() ).Length();
if ( player->GetInfluenceRadius() != 0.0f && distance < player->GetInfluenceRadius() ) {
pct = distance / player->GetInfluenceRadius();
pct = 1.0f - idMath::ClampFloat( 0.0f, 1.0f, pct );
}
}
if ( player->GetInfluenceMaterial() ) {
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, pct );
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, player->GetInfluenceMaterial() );
} else if ( player->GetInfluenceEntity() == NULL ) {
return;
} else {
// int offset = 25 + sinf( gameLocal.slow.time );
// DoubleVision( hud, view, pct * offset );
}
}
/*
==================
FullscreenFX_Bloom::Initialize
==================
*/
void FullscreenFX_Bloom::Initialize() {
drawMaterial = declManager->FindMaterial( "textures/smf/bloom2/draw" );
initMaterial = declManager->FindMaterial( "textures/smf/bloom2/init" );
currentMaterial = declManager->FindMaterial( "textures/smf/bloom2/currentMaterial" );
currentIntensity = 0;
targetIntensity = 0;
}
/*
==================
FullscreenFX_Bloom::Active
==================
*/
bool FullscreenFX_Bloom::Active() {
idPlayer *player;
player = fxman->GetPlayer();
if ( player && player->bloomEnabled ) {
return true;
}
return false;
}
/*
==================
FullscreenFX_Bloom::HighQuality
==================
*/
void FullscreenFX_Bloom::HighQuality() {
float shift, delta;
idVec2 shiftScale;
idPlayer *player;
int num;
shift = 1;
player = fxman->GetPlayer();
shiftScale = fxman->GetShiftScale();
renderSystem->SetColor4( 1, 1, 1, 1 );
// if intensity value is different, start the blend
targetIntensity = g_testBloomIntensity.GetFloat();
if ( player && player->bloomEnabled ) {
targetIntensity = player->bloomIntensity;
}
delta = targetIntensity - currentIntensity;
float step = 0.001f;
if ( step < fabs( delta ) ) {
if ( delta < 0 ) {
step = -step;
}
currentIntensity += step;
}
// draw the blends
num = g_testBloomNumPasses.GetInteger();
for ( int i = 0; i < num; i++ ) {
float s1 = 0, t1 = 0, s2 = 1, t2 = 1;
float alpha;
// do the center scale
s1 -= 0.5;
s1 *= shift;
s1 += 0.5;
s1 *= shiftScale.x;
t1 -= 0.5;
t1 *= shift;
t1 += 0.5;
t1 *= shiftScale.y;
s2 -= 0.5;
s2 *= shift;
s2 += 0.5;
s2 *= shiftScale.x;
t2 -= 0.5;
t2 *= shift;
t2 += 0.5;
t2 *= shiftScale.y;
// draw it
if ( num == 1 ) {
alpha = 1;
}
else {
alpha = 1 - (float)i / ( num - 1 );
}
renderSystem->SetColor4( alpha, alpha, alpha, 1 );
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, s1, t2, s2, t1, drawMaterial );
shift += currentIntensity;
}
}
/*
==================
FullscreenFX_Bloom::Save
==================
*/
void FullscreenFX_Bloom::Save( idSaveGame *savefile ) {
FullscreenFX::Save( savefile );
savefile->WriteFloat( currentIntensity );
savefile->WriteFloat( targetIntensity );
}
/*
==================
FullscreenFX_Bloom::Restore
==================
*/
void FullscreenFX_Bloom::Restore( idRestoreGame *savefile ) {
FullscreenFX::Restore( savefile );
savefile->ReadFloat( currentIntensity );
savefile->ReadFloat( targetIntensity );
}
/*
==================
FullscreenFXManager::FullscreenFXManager
==================
*/
FullscreenFXManager::FullscreenFXManager() {
highQualityMode = false;
playerView = NULL;
blendBackMaterial = NULL;
shiftScale.Set( 0, 0 );
}
/*
==================
FullscreenFXManager::~FullscreenFXManager
==================
*/
FullscreenFXManager::~FullscreenFXManager() {
}
/*
==================
FullscreenFXManager::FindFX
==================
*/
FullscreenFX* FullscreenFXManager::FindFX( idStr name ) {
for ( int i = 0; i < fx.Num(); i++ ) {
if ( fx[i]->GetName() == name ) {
return fx[i];
}
}
return NULL;
}
/*
==================
FullscreenFXManager::CreateFX
==================
*/
void FullscreenFXManager::CreateFX( idStr name, idStr fxtype, int fade ) {
FullscreenFX *pfx = NULL;
if ( fxtype == "helltime" ) {
pfx = new FullscreenFX_Helltime;
}
else if ( fxtype == "warp" ) {
pfx = new FullscreenFX_Warp;
}
else if ( fxtype == "envirosuit" ) {
pfx = new FullscreenFX_EnviroSuit;
}
else if ( fxtype == "doublevision" ) {
pfx = new FullscreenFX_DoubleVision;
}
else if ( fxtype == "multiplayer" ) {
pfx = new FullscreenFX_Multiplayer;
}
else if ( fxtype == "influencevision" ) {
pfx = new FullscreenFX_InfluenceVision;
}
else if ( fxtype == "bloom" ) {
pfx = new FullscreenFX_Bloom;
}
else {
assert( 0 );
}
if ( pfx ) {
pfx->Initialize();
pfx->SetFXManager( this );
pfx->SetName( name );
pfx->SetFadeSpeed( fade );
fx.Append( pfx );
}
}
/*
==================
FullscreenFXManager::Initialize
==================
*/
void FullscreenFXManager::Initialize( idPlayerView *pv ) {
// set the playerview
playerView = pv;
blendBackMaterial = declManager->FindMaterial( "textures/smf/blendBack" );
// allocate the fx
CreateFX( "helltime", "helltime", 1000 );
CreateFX( "warp", "warp", 0 );
CreateFX( "envirosuit", "envirosuit", 500 );
CreateFX( "doublevision", "doublevision", 0 );
CreateFX( "multiplayer", "multiplayer", 1000 );
CreateFX( "influencevision", "influencevision", 1000 );
CreateFX( "bloom", "bloom", 0 );
// pre-cache the texture grab so we dont hitch
renderSystem->CropRenderSize( 512, 512, true );
renderSystem->CaptureRenderToImage( "_accum" );
renderSystem->UnCrop();
renderSystem->CropRenderSize( 512, 256, true );
renderSystem->CaptureRenderToImage( "_scratch" );
renderSystem->UnCrop();
renderSystem->CaptureRenderToImage( "_currentRender" );
}
/*
==================
FullscreenFXManager::Blendback
==================
*/
void FullscreenFXManager::Blendback( float alpha ) {
// alpha fade
if ( alpha < 1.f ) {
renderSystem->SetColor4( 1, 1, 1, 1 - alpha );
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, shiftScale.y, shiftScale.x, 0.f, blendBackMaterial );
}
}
/*
==================
FullscreenFXManager::Save
==================
*/
void FullscreenFXManager::Save( idSaveGame *savefile ) {
savefile->WriteBool( highQualityMode );
savefile->WriteVec2( shiftScale );
for ( int i = 0; i < fx.Num(); i++ ) {
FullscreenFX *pfx = fx[i];
pfx->Save( savefile );
}
}
/*
==================
FullscreenFXManager::Restore
==================
*/
void FullscreenFXManager::Restore( idRestoreGame *savefile ) {
savefile->ReadBool( highQualityMode );
savefile->ReadVec2( shiftScale );
for ( int i = 0; i < fx.Num(); i++ ) {
FullscreenFX *pfx = fx[i];
pfx->Restore( savefile );
}
}
/*
==================
FullscreenFXManager::CaptureCurrentRender
==================
*/
void FullscreenFXManager::CaptureCurrentRender() {
renderSystem->CaptureRenderToImage( "_currentRender" );
}
/*
==================
FullscreenFXManager::Process
==================
*/
void FullscreenFXManager::Process( const renderView_t *view ) {
bool allpass = false;
if ( g_testFullscreenFX.GetInteger() == -2 ) {
allpass = true;
}
if ( g_lowresFullscreenFX.GetBool() ) {
highQualityMode = false;
}
else {
highQualityMode = true;
}
// compute the shift scale
if ( highQualityMode ) {
int vidWidth, vidHeight;
renderSystem->GetGLSettings( vidWidth, vidHeight );
float pot;
int w = vidWidth;
pot = MakePowerOfTwo( w );
shiftScale.x = (float)w / pot;
int h = vidHeight;
pot = MakePowerOfTwo( h );
shiftScale.y = (float)h / pot;
}
else {
// if we're in low-res mode, shrink view down
shiftScale.x = 1;
shiftScale.y = 1;
renderSystem->CropRenderSize( 512, 512, true );
}
// do the first render
gameRenderWorld->RenderScene( view );
// do the process
for ( int i = 0; i < fx.Num(); i++ ) {
FullscreenFX *pfx = fx[i];
bool drawIt = false;
// determine if we need to draw
if ( pfx->Active() || g_testFullscreenFX.GetInteger() == i || allpass ) {
drawIt = pfx->SetTriggerState( true );
}
else {
drawIt = pfx->SetTriggerState( false );
}
// do the actual drawing
if ( drawIt ) {
// we need to dump to _currentRender
CaptureCurrentRender();
// handle the accum pass if we have one
if ( pfx->HasAccum() ) {
// if we're in high quality mode, we need to crop the accum pass
if ( highQualityMode ) {
renderSystem->CropRenderSize( 512, 512, true );
pfx->AccumPass( view );
renderSystem->UnCrop();
}
else {
pfx->AccumPass( view );
}
}
// do the high quality pass
pfx->HighQuality();
// do the blendback
Blendback( pfx->GetFadeAlpha() );
}
}
if ( !highQualityMode ) {
// we need to dump to _currentRender
CaptureCurrentRender();
// uncrop view
renderSystem->UnCrop();
// draw the final full-screen image
renderSystem->SetColor4( 1, 1, 1, 1 );
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 1, 1, 0.f, blendBackMaterial );
}
}
#endif