doom3-bfg/neo/d3xp/PlayerView.cpp
2012-11-26 12:58:24 -06:00

1749 lines
42 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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 "../idlib/precompiled.h"
#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() {
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;
fxManager->Initialize( this );
}
ClearEffects();
}
/*
==============
idPlayerView::~idPlayerView
==============
*/
idPlayerView::~idPlayerView() {
delete fxManager;
}
/*
==============
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->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 );
if ( fxManager ) {
fxManager->Save( savefile );
}
}
/*
==============
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->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 );
if ( fxManager ) {
fxManager->Restore( savefile );
}
}
/*
==============
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.fast.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.fast.time;
blob->finishTime = gameLocal.fast.time + blobTime * g_blobTime.GetFloat();
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 = 0.0f;
blob->t1 = 0.0f;
blob->s2 = 1.0f;
blob->t2 = 1.0f;
}
//
// save lastDamageTime for tunnel vision accentuation
//
lastDamageTime = MS2SEC( gameLocal.fast.time );
}
/*
==================
idPlayerView::WeaponFireFeedback
Called when a weapon fires, generates head twitches, etc
==================
*/
void idPlayerView::WeaponFireFeedback( const idDict *weaponDef ) {
int 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() {
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 {
return shakeAng.ToMat3();
}
/*
===================
idPlayerView::AngleOffset
kickVector, a world space direction that the attack should
===================
*/
idAngles idPlayerView::AngleOffset() const {
idAngles ang( 0.0f, 0.0f, 0.0f );
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( const renderView_t *view, idMenuHandler_HUD * hudManager ) {
// normal rendering
if ( !view ) {
return;
}
// place the sound origin for the player
gameSoundWorld->PlaceListener( view->vieworg, view->viewaxis, player->entityNumber + 1 );
// if the objective system is up, don't do normal drawing
if ( player->objectiveSystemOpen ) {
if ( player->pdaMenu != NULL ) {
player->pdaMenu->Update();
}
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();
if ( gameLocal.portalSkyEnt.GetEntity() && gameLocal.IsPortalSkyAcive() && g_enablePortalSky.GetBool() ) {
renderView_t portalView = hackedView;
portalView.vieworg = gameLocal.portalSkyEnt.GetEntity()->GetPhysics()->GetOrigin();
gameRenderWorld->RenderScene( &portalView );
renderSystem->CaptureRenderToImage( "_currentRender" );
hackedView.forceUpdate = true; // FIX: for smoke particles not drawing when portalSky present
}
// process the frame
fxManager->Process( &hackedView );
if ( !hudManager ) {
return;
}
// 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 ) {
continue;
}
blob->y += blob->driftAmount;
float fade = (float)( blob->finishTime - gameLocal.fast.time ) / ( blob->finishTime - blob->startFadeTime );
if ( fade > 1.0f ) {
fade = 1.0f;
}
if ( fade ) {
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, fade );
renderSystem->DrawStretchPic( blob->x, blob->y, blob->w, blob->h,blob->s1, blob->t1, blob->s2, blob->t2, blob->material );
}
}
}
player->DrawHUD( hudManager );
if ( player->spectating ) {
return;
}
// armor impulse feedback
float armorPulse = ( gameLocal.fast.time - player->lastArmorPulse ) / 250.0f;
if ( armorPulse > 0.0f && armorPulse < 1.0f ) {
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f - armorPulse );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, armorMaterial );
}
// 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, SCREEN_WIDTH, SCREEN_HEIGHT, 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, SCREEN_WIDTH, SCREEN_HEIGHT, 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, 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);
fadeFromColor = colorWhite;
}
/*
=================
idPlayerView::Fade
used for level transition fades
assumes: color.w is 0 or 1
=================
*/
void idPlayerView::Fade( idVec4 color, int time ) {
SetTimeState ts( player->timeGroup );
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() {
if ( !fadeTime ) {
return;
}
SetTimeState ts( player->timeGroup );
int msec = fadeTime - gameLocal.realClientTime;
if ( msec <= 0 ) {
fadeColor = fadeToColor;
if ( fadeColor[ 3 ] == 0.0f ) {
fadeTime = 0;
}
} else {
float t = ( float )msec * fadeRate;
fadeColor = fadeFromColor * t + fadeToColor * ( 1.0f - t );
}
if ( fadeColor[ 3 ] != 0.0f ) {
renderSystem->SetColor4( fadeColor[ 0 ], fadeColor[ 1 ], fadeColor[ 2 ], fadeColor[ 3 ] );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, 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 {
// 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;
// Game world units from one eye to the centerline.
// Total distance is twice this.
float worldSeparation;
};
float CentimetersToInches( const float cm ) {
return cm / 2.54f;
}
float CentimetersToWorldUnits( const float cm ) {
// In Doom 3, one world unit == one inch
return CentimetersToInches( cm );
}
float CalculateWorldSeparation(
const float screenSeparation,
const float convergenceDistance,
const float fov_x_degrees ) {
const float fovRadians = DEG2RAD( fov_x_degrees );
const float screen = tan( fovRadians * 0.5f ) * fabs( screenSeparation );
const float worldSeparation = screen * convergenceDistance / 0.5f;
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
stereoDistances_t dists = {};
if ( convergenceWorldUnits == 0.0f ) {
// head mounted display mode
dists.worldSeparation = CentimetersToInches( interOcularCentimeters * 0.5 );
dists.screenSeparation = 0.0f;
return dists;
}
// 3DTV mode
dists.screenSeparation = 0.5f * interOcularCentimeters / screenWidthCentimeters;
dists.worldSeparation = CalculateWorldSeparation( dists.screenSeparation, convergenceWorldUnits, fov_x_degrees );
return dists;
}
float GetScreenSeparationForGuis() {
const stereoDistances_t dists = CaclulateStereoDistances(
stereoRender_interOccularCentimeters.GetFloat(),
renderSystem->GetPhysicalScreenWidthInCentimeters(),
stereoRender_convergence.GetFloat(),
80.0f /* fov */ );
return dists.screenSeparation;
}
/*
===================
idPlayerView::EmitStereoEyeView
===================
*/
void idPlayerView::EmitStereoEyeView( const int eye, idMenuHandler_HUD * hudManager ) {
renderView_t * view = player->GetRenderView();
if ( view == NULL ) {
return;
}
renderView_t eyeView = *view;
const stereoDistances_t dists = CaclulateStereoDistances(
stereoRender_interOccularCentimeters.GetFloat(),
renderSystem->GetPhysicalScreenWidthInCentimeters(),
stereoRender_convergence.GetFloat(),
view->fov_x );
eyeView.vieworg += eye * dists.worldSeparation * eyeView.viewaxis[1];
eyeView.viewEyeBuffer = stereoRender_swapEyes.GetBool() ? eye : -eye;
eyeView.stereoScreenSeparation = eye * dists.screenSeparation;
SingleView( &eyeView, hudManager );
}
/*
===================
IsGameStereoRendered
The crosshair is swapped for a laser sight in stereo rendering
===================
*/
bool IsGameStereoRendered() {
if ( renderSystem->GetStereo3DMode() != STEREO3D_OFF ) {
return true;
}
return false;
}
int EyeForHalfRateFrame( const int frameCount ) {
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 ) {
// render both eye views each frame on the PC
for ( int eye = 1 ; eye >= -1 ; eye -= 2 ) {
EmitStereoEyeView( eye, hudManager );
}
} else
{
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 ) {
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() {
initMaterial = declManager->FindMaterial( "textures/d3bfg/bloodorb/init" );
drawMaterial = declManager->FindMaterial( "textures/d3bfg/bloodorb/draw" );
captureMaterials[0] = declManager->FindMaterial( "textures/d3bfg/bloodorb1/capture" );
captureMaterials[1] = declManager->FindMaterial( "textures/d3bfg/bloodorb2/capture" );
captureMaterials[2] = declManager->FindMaterial( "textures/d3bfg/bloodorb3/capture" );
clearAccumBuffer = true;
}
/*
==================
FullscreenFX_Helltime::DetermineLevel
==================
*/
int FullscreenFX_Helltime::DetermineLevel() {
int testfx = g_testHelltimeFX.GetInteger();
// for testing purposes
if ( testfx >= 0 && testfx < 3 ) {
return testfx;
}
idPlayer * player = fxman->GetPlayer();
if ( player != NULL && player->PowerUpActive( INVULNERABILITY ) ) {
return 2;
}
else if ( player != NULL && player->PowerUpActive( BERSERK ) ) {
return 1;
}
else if ( player != NULL && player->PowerUpActive( HELLTIME ) ) {
return 0;
}
return -1;
}
/*
==================
FullscreenFX_Helltime::Active
==================
*/
bool FullscreenFX_Helltime::Active() {
if ( gameLocal.inCinematic || common->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 ) {
int level = DetermineLevel();
// for testing
if ( level < 0 || level > 2 ) {
level = 0;
}
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
float t0 = 1.0f;
float t1 = 0.0f;
// capture pass
if ( clearAccumBuffer ) {
clearAccumBuffer = false;
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, t0, 1.0f, t1, initMaterial );
} else {
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() {
float t0 = 1.0f;
float t1 = 0.0f;
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 ) {
FullscreenFX::Restore( savefile );
// latch the clear flag
clearAccumBuffer = true;
}
/*
==================
FullscreenFX_Multiplayer::Initialize
==================
*/
void FullscreenFX_Multiplayer::Initialize() {
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() {
int testfx = g_testMultiplayerFX.GetInteger();
// for testing purposes
if ( testfx >= 0 && testfx < 3 ) {
return testfx;
}
idPlayer * player = fxman->GetPlayer();
if ( player != NULL && player->PowerUpActive( INVULNERABILITY ) ) {
return 2;
}
//else if ( player->PowerUpActive( HASTE ) ) {
// return 1;
//}
else if ( player != NULL && player->PowerUpActive( BERSERK ) ) {
return 0;
}
return -1;
}
/*
==================
FullscreenFX_Multiplayer::Active
==================
*/
bool FullscreenFX_Multiplayer::Active() {
if ( !common->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 ) {
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
float t0 = 1.0f;
float t1 = 0.0f;
// capture pass
if ( clearAccumBuffer ) {
clearAccumBuffer = false;
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, t0, 1.0f, t1, initMaterial );
} else {
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, t0, 1.0f, t1, captureMaterial );
}
}
/*
==================
FullscreenFX_Multiplayer::HighQuality
==================
*/
void FullscreenFX_Multiplayer::HighQuality() {
float t0 = 1.0f;
float t1 = 0.0f;
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 ) {
FullscreenFX::Restore( savefile );
// latch the clear flag
clearAccumBuffer = true;
}
/*
==================
FullscreenFX_Warp::Initialize
==================
*/
void FullscreenFX_Warp::Initialize() {
material = declManager->FindMaterial( "textures/d3bfg/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];
WarpPolygon_t trans;
trans = wp;
// 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 );
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 );
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 );
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;
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
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 / (float)SCREEN_WIDTH;
p.outer1.w = 1 - ( p.outer1.y / (float)SCREEN_HEIGHT );
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 );
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 );
// draw it
DrawWarp( p, interp );
}
}
/*
==================
FullscreenFX_EnviroSuit::Initialize
==================
*/
void FullscreenFX_EnviroSuit::Initialize() {
material = declManager->FindMaterial( "textures/d3bfg/enviro_suit" );
}
/*
==================
FullscreenFX_EnviroSuit::Active
==================
*/
bool FullscreenFX_EnviroSuit::Active() {
idPlayer * player = fxman->GetPlayer();
if ( player != NULL && player->PowerUpActive( ENVIROSUIT ) ) {
return true;
}
return false;
}
/*
==================
FullscreenFX_EnviroSuit::HighQuality
==================
*/
void FullscreenFX_EnviroSuit::HighQuality() {
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() {
material = declManager->FindMaterial( "textures/d3bfg/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();
// for testing purposes
if ( !Active() ) {
static int test = 0;
if ( test > 312 ) {
test = 0;
}
offset = test++;
scale = offset * g_dvAmplitude.GetFloat();
}
idPlayer * player = fxman->GetPlayer();
if( player == NULL ) {
return;
}
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( 1.0f, 1.0f, 1.0f, 1.0f );
if ( gameLocal.fast.time < player->inventory.powerupEndTime[ BERSERK ] ) {
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 ]) {
color.y = 0.0f;
color.z = 0.0f;
}
// uv coordinates
float s0 = shift;
float t0 = 1.0f;
float s1 = 1.0f;
float t1 = 0.0f;
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 );
renderSystem->SetColor4( color.x, color.y, color.z, 0.5f );
s0 = 0.0f;
t0 = 1.0f;
s1 = ( 1.0-shift );
t1 = 0.0f;
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, s0, t0, s1, t1, material );
}
/*
==================
FullscreenFX_InfluenceVision::Initialize
==================
*/
void FullscreenFX_InfluenceVision::Initialize() {
}
/*
==================
FullscreenFX_InfluenceVision::Active
==================
*/
bool FullscreenFX_InfluenceVision::Active() {
idPlayer * player = fxman->GetPlayer();
if ( player != NULL && ( 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 = fxman->GetPlayer();
if( player == NULL ) {
return;
}
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, SCREEN_WIDTH, SCREEN_HEIGHT, 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/d3bfg/bloom2/draw" );
initMaterial = declManager->FindMaterial( "textures/d3bfg/bloom2/init" );
currentIntensity = 0;
targetIntensity = 0;
}
/*
==================
FullscreenFX_Bloom::Active
==================
*/
bool FullscreenFX_Bloom::Active() {
idPlayer * player = fxman->GetPlayer();
if ( player != NULL && player->bloomEnabled ) {
return true;
}
return false;
}
/*
==================
FullscreenFX_Bloom::HighQuality
==================
*/
void FullscreenFX_Bloom::HighQuality() {
float shift = 1;
idPlayer * player = fxman->GetPlayer();
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
// if intensity value is different, start the blend
targetIntensity = g_testBloomIntensity.GetFloat();
if ( player != NULL && player->bloomEnabled ) {
targetIntensity = player->bloomIntensity;
}
float delta = targetIntensity - currentIntensity;
float step = 0.001f;
if ( step < fabs( delta ) ) {
if ( delta < 0 ) {
step = -step;
}
currentIntensity += step;
}
// draw the blends
int num = g_testBloomNumPasses.GetInteger();
for ( int i = 0; i < num; i++ ) {
float s1 = 0.0f, t1 = 0.0f, s2 = 1.0f, t2 = 1.0f;
float alpha;
// do the center scale
s1 -= 0.5;
s1 *= shift;
s1 += 0.5;
t1 -= 0.5;
t1 *= shift;
t1 += 0.5;
s2 -= 0.5;
s2 *= shift;
s2 += 0.5;
t2 -= 0.5;
t2 *= shift;
t2 += 0.5;
// draw it
if ( num == 1 ) {
alpha = 1;
} else {
alpha = 1 - (float)i / ( num - 1 );
}
float yScale = 1.0f;
renderSystem->SetColor4( alpha, alpha, alpha, 1 );
renderSystem->DrawStretchPic( 0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, s1, t2 * yScale, s2, t1 * yScale, 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() {
playerView = NULL;
blendBackMaterial = NULL;
}
/*
==================
FullscreenFXManager::~FullscreenFXManager
==================
*/
FullscreenFXManager::~FullscreenFXManager() {
fx.DeleteContents();
}
/*
==================
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 (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 {
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/d3bfg/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 );
renderSystem->CaptureRenderToImage( "_accum" );
renderSystem->UnCrop();
renderSystem->CaptureRenderToImage( "_currentRender" );
}
/*
==================
FullscreenFXManager::Blendback
==================
*/
void FullscreenFXManager::Blendback( float alpha ) {
// alpha fade
if ( alpha < 1.f ) {
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];
pfx->Save( savefile );
}
}
/*
==================
FullscreenFXManager::Restore
==================
*/
void FullscreenFXManager::Restore( idRestoreGame *savefile ) {
for ( int i = 0; i < fx.Num(); i++ ) {
FullscreenFX *pfx = fx[i];
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 ) {
bool allpass = false;
bool atLeastOneFX = false;
if ( g_testFullscreenFX.GetInteger() == -2 ) {
allpass = true;
}
// do the first render
gameRenderWorld->RenderScene( view );
// 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() ) {
return;
}
// 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 ) {
atLeastOneFX = true;
// we need to dump to _currentRender
renderSystem->CaptureRenderToImage( "_currentRender" );
// handle the accum pass if we have one
if ( pfx->HasAccum() ) {
// we need to crop the accum pass
renderSystem->CropRenderSize( 512, 512 );
pfx->AccumPass( view );
renderSystem->CaptureRenderToImage( "_accum" );
renderSystem->UnCrop();
}
// do the high quality pass
pfx->HighQuality();
// do the blendback
Blendback( pfx->GetFadeAlpha() );
}
}
}