doom3-bfg/neo/d3xp/PlayerView.cpp

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 BFG Edition 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 "precompiled.h"
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#pragma hdrstop
#include "Game_local.h"
// _D3XP : rename all gameLocal.time to gameLocal.slow.time for merge!
const int IMPULSE_DELAY = 150;
/*
==============
idPlayerView::idPlayerView
==============
*/
idPlayerView::idPlayerView()
{
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memset( screenBlobs, 0, sizeof( screenBlobs ) );
memset( &view, 0, sizeof( view ) );
player = NULL;
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" );
bfgVision = false;
dvFinishTime = 0;
kickFinishTime = 0;
kickAngles.Zero();
lastDamageTime = 0.0f;
fadeTime = 0;
fadeRate = 0.0;
fadeFromColor.Zero();
fadeToColor.Zero();
fadeColor.Zero();
shakeAng.Zero();
fxManager = NULL;
if( fxManager == NULL )
{
fxManager = new( TAG_ENTITY ) FullscreenFXManager;
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fxManager->Initialize( this );
}
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ClearEffects();
}
/*
==============
idPlayerView::~idPlayerView
==============
*/
idPlayerView::~idPlayerView()
{
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delete fxManager;
}
/*
==============
idPlayerView::Save
==============
*/
void idPlayerView::Save( idSaveGame* savefile ) const
{
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int i;
const screenBlob_t* blob;
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blob = &screenBlobs[ 0 ];
for( i = 0; i < MAX_SCREEN_BLOBS; i++, blob++ )
{
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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 );
}
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savefile->WriteInt( dvFinishTime );
savefile->WriteInt( kickFinishTime );
savefile->WriteAngles( kickAngles );
savefile->WriteBool( bfgVision );
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savefile->WriteMaterial( tunnelMaterial );
savefile->WriteMaterial( armorMaterial );
savefile->WriteMaterial( berserkMaterial );
savefile->WriteMaterial( irGogglesMaterial );
savefile->WriteMaterial( bloodSprayMaterial );
savefile->WriteMaterial( bfgMaterial );
savefile->WriteFloat( lastDamageTime );
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savefile->WriteVec4( fadeColor );
savefile->WriteVec4( fadeToColor );
savefile->WriteVec4( fadeFromColor );
savefile->WriteFloat( fadeRate );
savefile->WriteInt( fadeTime );
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savefile->WriteAngles( shakeAng );
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savefile->WriteObject( player );
savefile->WriteRenderView( view );
if( fxManager )
{
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fxManager->Save( savefile );
}
}
/*
==============
idPlayerView::Restore
==============
*/
void idPlayerView::Restore( idRestoreGame* savefile )
{
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int i;
screenBlob_t* blob;
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blob = &screenBlobs[ 0 ];
for( i = 0; i < MAX_SCREEN_BLOBS; i++, blob++ )
{
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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 );
}
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savefile->ReadInt( dvFinishTime );
savefile->ReadInt( kickFinishTime );
savefile->ReadAngles( kickAngles );
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savefile->ReadBool( bfgVision );
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savefile->ReadMaterial( tunnelMaterial );
savefile->ReadMaterial( armorMaterial );
savefile->ReadMaterial( berserkMaterial );
savefile->ReadMaterial( irGogglesMaterial );
savefile->ReadMaterial( bloodSprayMaterial );
savefile->ReadMaterial( bfgMaterial );
savefile->ReadFloat( lastDamageTime );
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savefile->ReadVec4( fadeColor );
savefile->ReadVec4( fadeToColor );
savefile->ReadVec4( fadeFromColor );
savefile->ReadFloat( fadeRate );
savefile->ReadInt( fadeTime );
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savefile->ReadAngles( shakeAng );
savefile->ReadObject( reinterpret_cast<idClass*&>( player ) );
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savefile->ReadRenderView( view );
if( fxManager )
{
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fxManager->Restore( savefile );
}
}
/*
==============
idPlayerView::SetPlayerEntity
==============
*/
void idPlayerView::SetPlayerEntity( idPlayer* playerEnt )
{
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player = playerEnt;
}
/*
==============
idPlayerView::ClearEffects
==============
*/
void idPlayerView::ClearEffects()
{
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lastDamageTime = MS2SEC( gameLocal.slow.time - 99999 );
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dvFinishTime = ( gameLocal.fast.time - 99999 );
kickFinishTime = ( gameLocal.slow.time - 99999 );
for( int i = 0 ; i < MAX_SCREEN_BLOBS ; i++ )
{
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screenBlobs[i].finishTime = gameLocal.fast.time;
}
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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 )
{
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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 )
{
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//
// double vision effect
//
if( lastDamageTime > 0.0f && SEC2MS( lastDamageTime ) + IMPULSE_DELAY > gameLocal.slow.time )
{
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// keep shotgun from obliterating the view
return;
}
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float dvTime = damageDef->GetFloat( "dv_time" );
if( dvTime )
{
if( dvFinishTime < gameLocal.fast.time )
{
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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 )
{
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dvFinishTime = gameLocal.fast.time + 5000;
}
}
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//
// head angle kick
//
float kickTime = damageDef->GetFloat( "kick_time" );
if( kickTime )
{
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kickFinishTime = gameLocal.slow.time + g_kickTime.GetFloat() * kickTime;
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// forward / back kick will pitch view
kickAngles[0] = localKickDir[0];
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// side kick will yaw view
kickAngles[1] = localKickDir[1] * 0.5f;
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// up / down kick will pitch view
kickAngles[0] += localKickDir[2];
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// roll will come from side
kickAngles[2] = localKickDir[1];
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float kickAmplitude = damageDef->GetFloat( "kick_amplitude" );
if( kickAmplitude )
{
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kickAngles *= kickAmplitude;
}
}
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//
// screen blob
//
float blobTime = damageDef->GetFloat( "blob_time" );
if( blobTime )
{
screenBlob_t* blob = GetScreenBlob();
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blob->startFadeTime = gameLocal.fast.time;
blob->finishTime = gameLocal.fast.time + blobTime * g_blobTime.GetFloat();
const char* materialName = damageDef->GetString( "mtr_blob" );
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blob->material = declManager->FindMaterial( materialName );
blob->x = damageDef->GetFloat( "blob_x" );
blob->x += ( gameLocal.random.RandomInt() & 63 ) - 32;
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blob->y = damageDef->GetFloat( "blob_y" );
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;
blob->h = damageDef->GetFloat( "blob_height" ) * g_blobSize.GetFloat() * scale;
blob->s1 = 0.0f;
blob->t1 = 0.0f;
blob->s2 = 1.0f;
blob->t2 = 1.0f;
}
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//
// save lastDamageTime for tunnel vision accentuation
//
lastDamageTime = MS2SEC( gameLocal.fast.time );
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}
/*
==================
idPlayerView::WeaponFireFeedback
Called when a weapon fires, generates head twitches, etc
==================
*/
void idPlayerView::WeaponFireFeedback( const idDict* weaponDef )
{
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int recoilTime = weaponDef->GetInt( "recoilTime" );
// don't shorten a damage kick in progress
if( recoilTime && kickFinishTime < gameLocal.slow.time )
{
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idAngles angles;
weaponDef->GetAngles( "recoilAngles", "5 0 0", angles );
kickAngles = angles;
int finish = gameLocal.slow.time + g_kickTime.GetFloat() * recoilTime;
kickFinishTime = finish;
}
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}
/*
===================
idPlayerView::CalculateShake
===================
*/
void idPlayerView::CalculateShake()
{
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float shakeVolume = gameSoundWorld->CurrentShakeAmplitude();
//
// 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
{
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return shakeAng.ToMat3();
}
/*
===================
idPlayerView::AngleOffset
kickVector, a world space direction that the attack should
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===================
*/
idAngles idPlayerView::AngleOffset() const
{
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idAngles ang( 0.0f, 0.0f, 0.0f );
if( gameLocal.slow.time < kickFinishTime )
{
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float offset = kickFinishTime - gameLocal.slow.time;
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ang = kickAngles * offset * offset * g_kickAmplitude.GetFloat();
for( int i = 0 ; i < 3 ; i++ )
{
if( ang[i] > 70.0f )
{
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ang[i] = 70.0f;
}
else if( ang[i] < -70.0f )
{
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ang[i] = -70.0f;
}
}
}
return ang;
}
/*
==================
idPlayerView::SingleView
==================
*/
void idPlayerView::SingleView( const renderView_t* view, idMenuHandler_HUD* hudManager )
{
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// normal rendering
if( !view )
{
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return;
}
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// place the sound origin for the player
gameSoundWorld->PlaceListener( view->vieworg, view->viewaxis, player->entityNumber + 1 );
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// if the objective system is up, don't do normal drawing
if( player->objectiveSystemOpen )
{
if( player->pdaMenu != NULL )
{
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player->pdaMenu->Update();
}
return;
}
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// 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();
if( gameLocal.portalSkyEnt.GetEntity() && gameLocal.IsPortalSkyAcive() && g_enablePortalSky.GetBool() )
{
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renderView_t portalView = hackedView;
portalView.vieworg = gameLocal.portalSkyEnt.GetEntity()->GetPhysics()->GetOrigin();
gameRenderWorld->RenderScene( &portalView );
renderSystem->CaptureRenderToImage( "_currentRender" );
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hackedView.forceUpdate = true; // FIX: for smoke particles not drawing when portalSky present
}
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// process the frame
fxManager->Process( &hackedView );
if( !hudManager )
{
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return;
}
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// draw screen blobs
if( !pm_thirdPerson.GetBool() && !g_skipViewEffects.GetBool() )
{
if( !player->spectating )
{
for( int i = 0 ; i < MAX_SCREEN_BLOBS ; i++ )
{
screenBlob_t* blob = &screenBlobs[i];
if( blob->finishTime <= gameLocal.fast.time )
{
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continue;
}
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blob->y += blob->driftAmount;
float fade = ( float )( blob->finishTime - gameLocal.fast.time ) / ( blob->finishTime - blob->startFadeTime );
if( fade > 1.0f )
{
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fade = 1.0f;
}
if( fade )
{
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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 );
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}
}
}
player->DrawHUD( hudManager );
if( player->spectating )
{
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return;
}
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// armor impulse feedback
float armorPulse = ( gameLocal.fast.time - player->lastArmorPulse ) / 250.0f;
if( armorPulse > 0.0f && armorPulse < 1.0f )
{
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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 );
}
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// tunnel vision
float health = 0.0f;
if( g_testHealthVision.GetFloat() != 0.0f )
{
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health = g_testHealthVision.GetFloat();
}
else
{
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health = player->health;
}
float alpha = health / 100.0f;
if( alpha < 0.0f )
{
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alpha = 0.0f;
}
if( alpha > 1.0f )
{
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alpha = 1.0f;
}
if( alpha < 1.0f )
{
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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, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, tunnelMaterial );
}
if( bfgVision )
{
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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 );
}
}
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// test a single material drawn over everything
if( g_testPostProcess.GetString()[0] )
{
const idMaterial* mtr = declManager->FindMaterial( g_testPostProcess.GetString(), false );
if( !mtr )
{
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common->Printf( "Material not found.\n" );
g_testPostProcess.SetString( "" );
}
else
{
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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::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 );
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fadeFromColor = colorWhite;
}
/*
=================
idPlayerView::Fade
used for level transition fades
assumes: color.w is 0 or 1
=================
*/
void idPlayerView::Fade( idVec4 color, int time )
{
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SetTimeState ts( player->timeGroup );
if( !fadeTime )
{
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fadeFromColor.Set( 0.0f, 0.0f, 0.0f, 1.0f - color[ 3 ] );
}
else
{
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fadeFromColor = fadeColor;
}
fadeToColor = color;
if( time <= 0 )
{
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fadeRate = 0;
time = 0;
fadeColor = fadeToColor;
}
else
{
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fadeRate = 1.0f / ( float )time;
}
if( gameLocal.realClientTime == 0 && time == 0 )
{
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fadeTime = 1;
}
else
{
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fadeTime = gameLocal.realClientTime + time;
}
}
/*
=================
idPlayerView::ScreenFade
=================
*/
void idPlayerView::ScreenFade()
{
if( !fadeTime )
{
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return;
}
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SetTimeState ts( player->timeGroup );
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int msec = fadeTime - gameLocal.realClientTime;
if( msec <= 0 )
{
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fadeColor = fadeToColor;
if( fadeColor[ 3 ] == 0.0f )
{
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fadeTime = 0;
}
}
else
{
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float t = ( float )msec * fadeRate;
fadeColor = fadeFromColor * t + fadeToColor * ( 1.0f - t );
}
if( fadeColor[ 3 ] != 0.0f )
{
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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, declManager->FindMaterial( "_white" ) );
}
}
idCVar stereoRender_interOccularCentimeters( "stereoRender_interOccularCentimeters", "3.0", CVAR_ARCHIVE | CVAR_RENDERER, "Distance between eyes" );
idCVar stereoRender_convergence( "stereoRender_convergence", "6", CVAR_RENDERER, "0 = head mounted display, otherwise world units to convergence plane" );
extern idCVar stereoRender_screenSeparation; // screen units from center to eyes
extern idCVar stereoRender_swapEyes;
// In a head mounted display with separate displays for each eye,
// screen separation will be zero and world separation will be the eye distance.
struct stereoDistances_t
{
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// Offset to projection matrix, positive one eye, negative the other.
// Total distance is twice this, so 0.05 would give a 10% of screen width
// separation for objects at infinity.
float screenSeparation;
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// Game world units from one eye to the centerline.
// Total distance is twice this.
float worldSeparation;
};
float CentimetersToInches( const float cm )
{
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return cm / 2.54f;
}
float CentimetersToWorldUnits( const float cm )
{
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// In Doom 3, one world unit == one inch
return CentimetersToInches( cm );
}
float CalculateWorldSeparation(
const float screenSeparation,
const float convergenceDistance,
const float fov_x_degrees )
{
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const float fovRadians = DEG2RAD( fov_x_degrees );
const float screen = tan( fovRadians * 0.5f ) * fabs( screenSeparation );
const float worldSeparation = screen * convergenceDistance / 0.5f;
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return worldSeparation;
}
stereoDistances_t CaclulateStereoDistances(
const float interOcularCentimeters, // distance between two eyes, typically 6.0 - 7.0
const float screenWidthCentimeters, // read from operating system
const float convergenceWorldUnits, // pass 0 for head mounted display mode
const float fov_x_degrees ) // edge to edge horizontal field of view, typically 60 - 90
{
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stereoDistances_t dists = {};
if( convergenceWorldUnits == 0.0f )
{
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// head mounted display mode
dists.worldSeparation = CentimetersToInches( interOcularCentimeters * 0.5 );
dists.screenSeparation = 0.0f;
return dists;
}
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// 3DTV mode
dists.screenSeparation = 0.5f * interOcularCentimeters / screenWidthCentimeters;
dists.worldSeparation = CalculateWorldSeparation( dists.screenSeparation, convergenceWorldUnits, fov_x_degrees );
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return dists;
}
float GetScreenSeparationForGuis()
{
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const stereoDistances_t dists = CaclulateStereoDistances(
stereoRender_interOccularCentimeters.GetFloat(),
renderSystem->GetPhysicalScreenWidthInCentimeters(),
stereoRender_convergence.GetFloat(),
80.0f /* fov */ );
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return dists.screenSeparation;
}
/*
===================
idPlayerView::EmitStereoEyeView
===================
*/
void idPlayerView::EmitStereoEyeView( const int eye, idMenuHandler_HUD* hudManager )
{
renderView_t* view = player->GetRenderView();
if( view == NULL )
{
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return;
}
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renderView_t eyeView = *view;
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const stereoDistances_t dists = CaclulateStereoDistances(
stereoRender_interOccularCentimeters.GetFloat(),
renderSystem->GetPhysicalScreenWidthInCentimeters(),
stereoRender_convergence.GetFloat(),
view->fov_x );
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eyeView.vieworg += eye * dists.worldSeparation * eyeView.viewaxis[1];
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eyeView.viewEyeBuffer = stereoRender_swapEyes.GetBool() ? eye : -eye;
eyeView.stereoScreenSeparation = eye * dists.screenSeparation;
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SingleView( &eyeView, hudManager );
}
/*
===================
IsGameStereoRendered
The crosshair is swapped for a laser sight in stereo rendering
===================
*/
bool IsGameStereoRendered()
{
if( renderSystem->GetStereo3DMode() != STEREO3D_OFF )
{
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return true;
}
return false;
}
int EyeForHalfRateFrame( const int frameCount )
{
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return ( renderSystem->GetFrameCount() & 1 ) ? -1 : 1;
}
/*
===================
idPlayerView::RenderPlayerView
===================
*/
void idPlayerView::RenderPlayerView( idMenuHandler_HUD* hudManager )
{
const renderView_t* view = player->GetRenderView();
if( renderSystem->GetStereo3DMode() != STEREO3D_OFF )
{
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// render both eye views each frame on the PC
for( int eye = 1 ; eye >= -1 ; eye -= 2 )
{
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EmitStereoEyeView( eye, hudManager );
}
}
else
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{
SingleView( view, hudManager );
}
ScreenFade();
}
/*
===================
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 )
{
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fx->EnableGrabber( true );
return 1;
}
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return 1;
}
void idPlayerView::FreeWarp( int id )
{
FullscreenFX_Warp* fx = ( FullscreenFX_Warp* )( fxManager->FindFX( "warp" ) );
if( fx )
{
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fx->EnableGrabber( false );
return;
}
}
/*
==================
FxFader::FxFader
==================
*/
FxFader::FxFader()
{
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time = 0;
state = FX_STATE_OFF;
alpha = 0;
msec = 1000;
}
/*
==================
FxFader::SetTriggerState
==================
*/
bool FxFader::SetTriggerState( bool active )
{
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// handle on/off states
if( active && state == FX_STATE_OFF )
{
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state = FX_STATE_RAMPUP;
time = gameLocal.slow.time + msec;
}
else if( !active && state == FX_STATE_ON )
{
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state = FX_STATE_RAMPDOWN;
time = gameLocal.slow.time + msec;
}
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// handle rampup/rampdown states
if( state == FX_STATE_RAMPUP )
{
if( gameLocal.slow.time >= time )
{
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state = FX_STATE_ON;
}
}
else if( state == FX_STATE_RAMPDOWN )
{
if( gameLocal.slow.time >= time )
{
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state = FX_STATE_OFF;
}
}
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// 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;
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}
if( alpha > 0 )
{
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return true;
}
else
{
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return false;
}
}
/*
==================
FxFader::Save
==================
*/
void FxFader::Save( idSaveGame* savefile )
{
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savefile->WriteInt( time );
savefile->WriteInt( state );
savefile->WriteFloat( alpha );
savefile->WriteInt( msec );
}
/*
==================
FxFader::Restore
==================
*/
void FxFader::Restore( idRestoreGame* savefile )
{
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savefile->ReadInt( time );
savefile->ReadInt( state );
savefile->ReadFloat( alpha );
savefile->ReadInt( msec );
}
/*
==================
FullscreenFX_Helltime::Save
==================
*/
void FullscreenFX::Save( idSaveGame* savefile )
{
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fader.Save( savefile );
}
/*
==================
FullscreenFX_Helltime::Restore
==================
*/
void FullscreenFX::Restore( idRestoreGame* savefile )
{
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fader.Restore( savefile );
}
/*
==================
FullscreenFX_Helltime::Initialize
==================
*/
void FullscreenFX_Helltime::Initialize()
{
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initMaterial = declManager->FindMaterial( "textures/d3bfg/bloodorb/init" );
drawMaterial = declManager->FindMaterial( "textures/d3bfg/bloodorb/draw" );
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captureMaterials[0] = declManager->FindMaterial( "textures/d3bfg/bloodorb1/capture" );
captureMaterials[1] = declManager->FindMaterial( "textures/d3bfg/bloodorb2/capture" );
captureMaterials[2] = declManager->FindMaterial( "textures/d3bfg/bloodorb3/capture" );
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clearAccumBuffer = true;
}
/*
==================
FullscreenFX_Helltime::DetermineLevel
==================
*/
int FullscreenFX_Helltime::DetermineLevel()
{
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int testfx = g_testHelltimeFX.GetInteger();
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// for testing purposes
if( testfx >= 0 && testfx < 3 )
{
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return testfx;
}
idPlayer* player = fxman->GetPlayer();
if( player != NULL && player->PowerUpActive( INVULNERABILITY ) )
{
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return 2;
}
else if( player != NULL && player->PowerUpActive( BERSERK ) )
{
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return 1;
}
else if( player != NULL && player->PowerUpActive( HELLTIME ) )
{
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return 0;
}
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return -1;
}
/*
==================
FullscreenFX_Helltime::Active
==================
*/
bool FullscreenFX_Helltime::Active()
{
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if( gameLocal.inCinematic || common->IsMultiplayer() )
{
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return false;
}
if( DetermineLevel() >= 0 )
{
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return true;
}
else
{
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// latch the clear flag
if( fader.GetAlpha() == 0 )
{
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clearAccumBuffer = true;
}
}
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return false;
}
/*
==================
FullscreenFX_Helltime::AccumPass
==================
*/
void FullscreenFX_Helltime::AccumPass( const renderView_t* view )
{
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int level = DetermineLevel();
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// for testing
if( level < 0 || level > 2 )
{
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level = 0;
}
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renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
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float t0 = 1.0f;
float t1 = 0.0f;
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// capture pass
if( clearAccumBuffer )
{
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clearAccumBuffer = false;
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, t0, 1.0f, t1, initMaterial );
}
else
{
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renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, t0, 1.0f, t1, captureMaterials[level] );
}
}
/*
==================
FullscreenFX_Helltime::HighQuality
==================
*/
void FullscreenFX_Helltime::HighQuality()
{
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float t0 = 1.0f;
float t1 = 0.0f;
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renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, t0, 1.0f, t1, drawMaterial );
}
/*
==================
FullscreenFX_Helltime::Restore
==================
*/
void FullscreenFX_Helltime::Restore( idRestoreGame* savefile )
{
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FullscreenFX::Restore( savefile );
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// latch the clear flag
clearAccumBuffer = true;
}
/*
==================
FullscreenFX_Multiplayer::Initialize
==================
*/
void FullscreenFX_Multiplayer::Initialize()
{
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initMaterial = declManager->FindMaterial( "textures/d3bfg/multiplayer/init" );
captureMaterial = declManager->FindMaterial( "textures/d3bfg/multiplayer/capture" );
drawMaterial = declManager->FindMaterial( "textures/d3bfg/bloodorb/draw" );
clearAccumBuffer = true;
}
/*
==================
FullscreenFX_Multiplayer::DetermineLevel
==================
*/
int FullscreenFX_Multiplayer::DetermineLevel()
{
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int testfx = g_testMultiplayerFX.GetInteger();
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// for testing purposes
if( testfx >= 0 && testfx < 3 )
{
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return testfx;
}
idPlayer* player = fxman->GetPlayer();
if( player != NULL && player->PowerUpActive( INVULNERABILITY ) )
{
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return 2;
}
//else if ( player->PowerUpActive( HASTE ) ) {
// return 1;
//}
else if( player != NULL && player->PowerUpActive( BERSERK ) )
{
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return 0;
}
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return -1;
}
/*
==================
FullscreenFX_Multiplayer::Active
==================
*/
bool FullscreenFX_Multiplayer::Active()
{
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if( !common->IsMultiplayer() && g_testMultiplayerFX.GetInteger() == -1 )
{
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return false;
}
if( DetermineLevel() >= 0 )
{
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return true;
}
else
{
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// latch the clear flag
if( fader.GetAlpha() == 0 )
{
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clearAccumBuffer = true;
}
}
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return false;
}
/*
==================
FullscreenFX_Multiplayer::AccumPass
==================
*/
void FullscreenFX_Multiplayer::AccumPass( const renderView_t* view )
{
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renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
float t0 = 1.0f;
float t1 = 0.0f;
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// capture pass
if( clearAccumBuffer )
{
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clearAccumBuffer = false;
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, t0, 1.0f, t1, initMaterial );
}
else
{
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renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, t0, 1.0f, t1, captureMaterial );
}
}
/*
==================
FullscreenFX_Multiplayer::HighQuality
==================
*/
void FullscreenFX_Multiplayer::HighQuality()
{
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float t0 = 1.0f;
float t1 = 0.0f;
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renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, t0, 1.0f, t1, drawMaterial );
}
/*
==================
FullscreenFX_Multiplayer::Restore
==================
*/
void FullscreenFX_Multiplayer::Restore( idRestoreGame* savefile )
{
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FullscreenFX::Restore( savefile );
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// latch the clear flag
clearAccumBuffer = true;
}
/*
==================
FullscreenFX_Warp::Initialize
==================
*/
void FullscreenFX_Warp::Initialize()
{
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material = declManager->FindMaterial( "textures/d3bfg/warp" );
grabberEnabled = false;
startWarpTime = 0;
}
/*
==================
FullscreenFX_Warp::Active
==================
*/
bool FullscreenFX_Warp::Active()
{
if( grabberEnabled )
{
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return true;
}
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return false;
}
/*
==================
FullscreenFX_Warp::Save
==================
*/
void FullscreenFX_Warp::Save( idSaveGame* savefile )
{
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FullscreenFX::Save( savefile );
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savefile->WriteBool( grabberEnabled );
savefile->WriteInt( startWarpTime );
}
/*
==================
FullscreenFX_Warp::Restore
==================
*/
void FullscreenFX_Warp::Restore( idRestoreGame* savefile )
{
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FullscreenFX::Restore( savefile );
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savefile->ReadBool( grabberEnabled );
savefile->ReadInt( startWarpTime );
}
/*
==================
FullscreenFX_Warp::DrawWarp
==================
*/
void FullscreenFX_Warp::DrawWarp( WarpPolygon_t wp, float interp )
{
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idVec4 mid1_uv, mid2_uv;
idVec4 mid1, mid2;
idVec2 drawPts[6];
WarpPolygon_t trans;
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trans = wp;
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// 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 );
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// 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 );
renderSystem->DrawStretchTri( drawPts[0], drawPts[1], drawPts[2], drawPts[3], drawPts[4], drawPts[5], material );
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// 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 );
renderSystem->DrawStretchTri( drawPts[0], drawPts[1], drawPts[2], drawPts[3], drawPts[4], drawPts[5], material );
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// 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 );
renderSystem->DrawStretchTri( drawPts[0], drawPts[1], drawPts[2], drawPts[3], drawPts[4], drawPts[5], material );
}
/*
==================
FullscreenFX_Warp::HighQuality
==================
*/
void FullscreenFX_Warp::HighQuality()
{
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float x1, y1, x2, y2, radius, interp;
idVec2 center;
int STEP = 9;
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
interp = ( idMath::Sin( ( float )( gameLocal.slow.time - startWarpTime ) / 1000 ) + 1 ) / 2.f;
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interp = 0.7 * ( 1 - interp ) + 0.3 * ( interp );
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// draw the warps
center.x = 320;
center.y = 240;
radius = 200;
for( float i = 0; i < 360; i += STEP )
{
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// compute the values
x1 = idMath::Sin( DEG2RAD( i ) );
y1 = idMath::Cos( DEG2RAD( i ) );
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x2 = idMath::Sin( DEG2RAD( i + STEP ) );
y2 = idMath::Cos( DEG2RAD( i + STEP ) );
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// add warp polygon
WarpPolygon_t p;
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p.outer1.x = center.x + x1 * radius;
p.outer1.y = center.y + y1 * radius;
p.outer1.z = p.outer1.x / ( float )SCREEN_WIDTH;
p.outer1.w = 1 - ( p.outer1.y / ( float )SCREEN_HEIGHT );
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p.outer2.x = center.x + x2 * radius;
p.outer2.y = center.y + y2 * radius;
p.outer2.z = p.outer2.x / ( float )SCREEN_WIDTH;
p.outer2.w = 1 - ( p.outer2.y / ( float )SCREEN_HEIGHT );
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p.center.x = center.x;
p.center.y = center.y;
p.center.z = p.center.x / ( float )SCREEN_WIDTH;
p.center.w = 1 - ( p.center.y / ( float )SCREEN_HEIGHT );
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// draw it
DrawWarp( p, interp );
}
}
/*
==================
FullscreenFX_EnviroSuit::Initialize
==================
*/
void FullscreenFX_EnviroSuit::Initialize()
{
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material = declManager->FindMaterial( "textures/d3bfg/enviro_suit" );
}
/*
==================
FullscreenFX_EnviroSuit::Active
==================
*/
bool FullscreenFX_EnviroSuit::Active()
{
idPlayer* player = fxman->GetPlayer();
if( player != NULL && player->PowerUpActive( ENVIROSUIT ) )
{
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return true;
}
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return false;
}
/*
==================
FullscreenFX_EnviroSuit::HighQuality
==================
*/
void FullscreenFX_EnviroSuit::HighQuality()
{
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renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
float s0 = 0.0f;
float t0 = 1.0f;
float s1 = 1.0f;
float t1 = 0.0f;
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, s0, t0, s1, t1, material );
}
/*
==================
FullscreenFX_DoubleVision::Initialize
==================
*/
void FullscreenFX_DoubleVision::Initialize()
{
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material = declManager->FindMaterial( "textures/d3bfg/doubleVision" );
}
/*
==================
FullscreenFX_DoubleVision::Active
==================
*/
bool FullscreenFX_DoubleVision::Active()
{
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if( gameLocal.fast.time < fxman->GetPlayerView()->dvFinishTime )
{
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return true;
}
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return false;
}
/*
==================
FullscreenFX_DoubleVision::HighQuality
==================
*/
void FullscreenFX_DoubleVision::HighQuality()
{
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int offset = fxman->GetPlayerView()->dvFinishTime - gameLocal.fast.time;
float scale = offset * g_dvAmplitude.GetFloat();
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// for testing purposes
if( !Active() )
{
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static int test = 0;
if( test > 312 )
{
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test = 0;
}
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offset = test++;
scale = offset * g_dvAmplitude.GetFloat();
}
idPlayer* player = fxman->GetPlayer();
if( player == NULL )
{
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return;
}
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offset *= 2; // crutch up for higher res
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// set the scale and shift
if( scale > 0.5f )
{
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scale = 0.5f;
}
float shift = scale * sin( sqrtf( ( float )offset ) * g_dvFrequency.GetFloat() );
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shift = fabs( shift );
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// carry red tint if in berserk mode
idVec4 color( 1.0f, 1.0f, 1.0f, 1.0f );
if( gameLocal.fast.time < player->inventory.powerupEndTime[ BERSERK ] )
{
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color.y = 0.0f;
color.z = 0.0f;
}
if( !common->IsMultiplayer() && gameLocal.fast.time < player->inventory.powerupEndTime[ HELLTIME ] || gameLocal.fast.time < player->inventory.powerupEndTime[ INVULNERABILITY ] )
{
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color.y = 0.0f;
color.z = 0.0f;
}
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// uv coordinates
float s0 = shift;
float t0 = 1.0f;
float s1 = 1.0f;
float t1 = 0.0f;
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renderSystem->SetColor4( color.x, color.y, color.z, 1.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, s0, t0, s1, t1, material );
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renderSystem->SetColor4( color.x, color.y, color.z, 0.5f );
s0 = 0.0f;
t0 = 1.0f;
s1 = ( 1.0 - shift );
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t1 = 0.0f;
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renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, s0, t0, s1, t1, material );
}
/*
==================
FullscreenFX_InfluenceVision::Initialize
==================
*/
void FullscreenFX_InfluenceVision::Initialize()
{
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}
/*
==================
FullscreenFX_InfluenceVision::Active
==================
*/
bool FullscreenFX_InfluenceVision::Active()
{
idPlayer* player = fxman->GetPlayer();
if( player != NULL && ( player->GetInfluenceMaterial() || player->GetInfluenceEntity() ) )
{
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return true;
}
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return false;
}
/*
==================
FullscreenFX_InfluenceVision::HighQuality
==================
*/
void FullscreenFX_InfluenceVision::HighQuality()
{
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float distance = 0.0f;
float pct = 1.0f;
idPlayer* player = fxman->GetPlayer();
if( player == NULL )
{
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return;
}
if( player->GetInfluenceEntity() )
{
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distance = ( player->GetInfluenceEntity()->GetPhysics()->GetOrigin() - player->GetPhysics()->GetOrigin() ).Length();
if( player->GetInfluenceRadius() != 0.0f && distance < player->GetInfluenceRadius() )
{
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pct = distance / player->GetInfluenceRadius();
pct = 1.0f - idMath::ClampFloat( 0.0f, 1.0f, pct );
}
}
if( player->GetInfluenceMaterial() )
{
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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() == NULL )
{
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return;
}
else
{
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// int offset = 25 + sinf( gameLocal.slow.time );
// DoubleVision( hud, view, pct * offset );
}
}
/*
==================
FullscreenFX_Bloom::Initialize
==================
*/
void FullscreenFX_Bloom::Initialize()
{
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drawMaterial = declManager->FindMaterial( "textures/d3bfg/bloom2/draw" );
initMaterial = declManager->FindMaterial( "textures/d3bfg/bloom2/init" );
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currentIntensity = 0;
targetIntensity = 0;
}
/*
==================
FullscreenFX_Bloom::Active
==================
*/
bool FullscreenFX_Bloom::Active()
{
idPlayer* player = fxman->GetPlayer();
if( player != NULL && player->bloomEnabled )
{
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return true;
}
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return false;
}
/*
==================
FullscreenFX_Bloom::HighQuality
==================
*/
void FullscreenFX_Bloom::HighQuality()
{
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float shift = 1;
idPlayer* player = fxman->GetPlayer();
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renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
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// if intensity value is different, start the blend
targetIntensity = g_testBloomIntensity.GetFloat();
if( player != NULL && player->bloomEnabled )
{
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targetIntensity = player->bloomIntensity;
}
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float delta = targetIntensity - currentIntensity;
float step = 0.001f;
if( step < fabs( delta ) )
{
if( delta < 0 )
{
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step = -step;
}
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currentIntensity += step;
}
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// draw the blends
int num = g_testBloomNumPasses.GetInteger();
for( int i = 0; i < num; i++ )
{
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float s1 = 0.0f, t1 = 0.0f, s2 = 1.0f, t2 = 1.0f;
float alpha;
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// do the center scale
s1 -= 0.5;
s1 *= shift;
s1 += 0.5;
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t1 -= 0.5;
t1 *= shift;
t1 += 0.5;
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s2 -= 0.5;
s2 *= shift;
s2 += 0.5;
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t2 -= 0.5;
t2 *= shift;
t2 += 0.5;
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// draw it
if( num == 1 )
{
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alpha = 1;
}
else
{
alpha = 1 - ( float )i / ( num - 1 );
}
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float yScale = 1.0f;
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renderSystem->SetColor4( alpha, alpha, alpha, 1 );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, s1, t2 * yScale, s2, t1 * yScale, drawMaterial );
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shift += currentIntensity;
}
}
/*
==================
FullscreenFX_Bloom::Save
==================
*/
void FullscreenFX_Bloom::Save( idSaveGame* savefile )
{
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FullscreenFX::Save( savefile );
savefile->WriteFloat( currentIntensity );
savefile->WriteFloat( targetIntensity );
}
/*
==================
FullscreenFX_Bloom::Restore
==================
*/
void FullscreenFX_Bloom::Restore( idRestoreGame* savefile )
{
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FullscreenFX::Restore( savefile );
savefile->ReadFloat( currentIntensity );
savefile->ReadFloat( targetIntensity );
}
/*
==================
FullscreenFXManager::FullscreenFXManager
==================
*/
FullscreenFXManager::FullscreenFXManager()
{
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playerView = NULL;
blendBackMaterial = NULL;
}
/*
==================
FullscreenFXManager::~FullscreenFXManager
==================
*/
FullscreenFXManager::~FullscreenFXManager()
{
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fx.DeleteContents();
}
/*
==================
FullscreenFXManager::FindFX
==================
*/
FullscreenFX* FullscreenFXManager::FindFX( idStr name )
{
for( int i = 0; i < fx.Num(); i++ )
{
if( fx[i]->GetName() == name )
{
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return fx[i];
}
}
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return NULL;
}
/*
==================
FullscreenFXManager::CreateFX
==================
*/
void FullscreenFXManager::CreateFX( idStr name, idStr fxtype, int fade )
{
FullscreenFX* pfx = NULL;
if( fxtype == "helltime" )
{
pfx = new( TAG_FX ) FullscreenFX_Helltime;
}
else if( fxtype == "warp" )
{
pfx = new( TAG_FX ) FullscreenFX_Warp;
}
else if( fxtype == "envirosuit" )
{
pfx = new( TAG_FX ) FullscreenFX_EnviroSuit;
}
else if( fxtype == "doublevision" )
{
pfx = new( TAG_FX ) FullscreenFX_DoubleVision;
}
else if( fxtype == "multiplayer" )
{
pfx = new( TAG_FX ) FullscreenFX_Multiplayer;
}
else if( fxtype == "influencevision" )
{
pfx = new( TAG_FX ) FullscreenFX_InfluenceVision;
}
else if( fxtype == "bloom" )
{
pfx = new( TAG_FX ) FullscreenFX_Bloom;
}
else
{
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assert( 0 );
}
if( pfx )
{
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pfx->Initialize();
pfx->SetFXManager( this );
pfx->SetName( name );
pfx->SetFadeSpeed( fade );
fx.Append( pfx );
}
}
/*
==================
FullscreenFXManager::Initialize
==================
*/
void FullscreenFXManager::Initialize( idPlayerView* pv )
{
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// set the playerview
playerView = pv;
blendBackMaterial = declManager->FindMaterial( "textures/d3bfg/blendBack" );
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// 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 );
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// pre-cache the texture grab so we dont hitch
renderSystem->CropRenderSize( 512, 512 );
renderSystem->CaptureRenderToImage( "_accum" );
renderSystem->UnCrop();
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renderSystem->CaptureRenderToImage( "_currentRender" );
}
/*
==================
FullscreenFXManager::Blendback
==================
*/
void FullscreenFXManager::Blendback( float alpha )
{
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// alpha fade
if( alpha < 1.f )
{
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renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f - alpha );
float s0 = 0.0f;
float t0 = 1.0f;
float s1 = 1.0f;
float t1 = 0.0f;
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, s0, t0, s1, t1, blendBackMaterial );
}
}
/*
==================
FullscreenFXManager::Save
==================
*/
void FullscreenFXManager::Save( idSaveGame* savefile )
{
for( int i = 0; i < fx.Num(); i++ )
{
FullscreenFX* pfx = fx[i];
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pfx->Save( savefile );
}
}
/*
==================
FullscreenFXManager::Restore
==================
*/
void FullscreenFXManager::Restore( idRestoreGame* savefile )
{
for( int i = 0; i < fx.Num(); i++ )
{
FullscreenFX* pfx = fx[i];
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pfx->Restore( savefile );
}
}
idCVar player_allowScreenFXInStereo( "player_allowScreenFXInStereo", "1", CVAR_BOOL, "allow full screen fx in stereo mode" );
/*
==================
FullscreenFXManager::Process
==================
*/
void FullscreenFXManager::Process( const renderView_t* view )
{
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bool allpass = false;
bool atLeastOneFX = false;
if( g_testFullscreenFX.GetInteger() == -2 )
{
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allpass = true;
}
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// do the first render
gameRenderWorld->RenderScene( view );
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// we should consider these on a case-by-case basis for stereo rendering
// double vision could be implemented "for real" by shifting the
// eye views
if( IsGameStereoRendered() && !player_allowScreenFXInStereo.GetBool() )
{
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return;
}
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// do the process
for( int i = 0; i < fx.Num(); i++ )
{
FullscreenFX* pfx = fx[i];
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bool drawIt = false;
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// determine if we need to draw
if( pfx->Active() || g_testFullscreenFX.GetInteger() == i || allpass )
{
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drawIt = pfx->SetTriggerState( true );
}
else
{
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drawIt = pfx->SetTriggerState( false );
}
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// do the actual drawing
if( drawIt )
{
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atLeastOneFX = true;
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// we need to dump to _currentRender
renderSystem->CaptureRenderToImage( "_currentRender" );
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// handle the accum pass if we have one
if( pfx->HasAccum() )
{
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// we need to crop the accum pass
renderSystem->CropRenderSize( 512, 512 );
pfx->AccumPass( view );
renderSystem->CaptureRenderToImage( "_accum" );
renderSystem->UnCrop();
}
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// do the high quality pass
pfx->HighQuality();
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// do the blendback
Blendback( pfx->GetFadeAlpha() );
}
}
}