/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "sys/platform.h" #include "renderer/RenderWorld.h" #include "gamesys/SysCvar.h" #include "gamesys/SaveGame.h" #include "GameBase.h" #include "Player.h" #include "PlayerView.h" const int IMPULSE_DELAY = 150; /* ============== idPlayerView::idPlayerView ============== */ idPlayerView::idPlayerView() { memset( screenBlobs, 0, sizeof( screenBlobs ) ); memset( &view, 0, sizeof( view ) ); player = NULL; dvMaterial = declManager->FindMaterial( "_scratch" ); tunnelMaterial = declManager->FindMaterial( "textures/decals/tunnel" ); armorMaterial = declManager->FindMaterial( "armorViewEffect" ); berserkMaterial = declManager->FindMaterial( "textures/decals/berserk" ); irGogglesMaterial = declManager->FindMaterial( "textures/decals/irblend" ); bloodSprayMaterial = declManager->FindMaterial( "textures/decals/bloodspray" ); bfgMaterial = declManager->FindMaterial( "textures/decals/bfgvision" ); lagoMaterial = declManager->FindMaterial( LAGO_MATERIAL, false ); bfgVision = false; dvFinishTime = 0; kickFinishTime = 0; kickAngles.Zero(); lastDamageTime = 0.0f; fadeTime = 0; fadeRate = 0.0; fadeFromColor.Zero(); fadeToColor.Zero(); fadeColor.Zero(); shakeAng.Zero(); ClearEffects(); } /* ============== idPlayerView::Save ============== */ void idPlayerView::Save( idSaveGame *savefile ) const { int i; const screenBlob_t *blob; blob = &screenBlobs[ 0 ]; for( i = 0; i < MAX_SCREEN_BLOBS; i++, blob++ ) { savefile->WriteMaterial( blob->material ); savefile->WriteFloat( blob->x ); savefile->WriteFloat( blob->y ); savefile->WriteFloat( blob->w ); savefile->WriteFloat( blob->h ); savefile->WriteFloat( blob->s1 ); savefile->WriteFloat( blob->t1 ); savefile->WriteFloat( blob->s2 ); savefile->WriteFloat( blob->t2 ); savefile->WriteInt( blob->finishTime ); savefile->WriteInt( blob->startFadeTime ); savefile->WriteFloat( blob->driftAmount ); } savefile->WriteInt( dvFinishTime ); savefile->WriteMaterial( dvMaterial ); savefile->WriteInt( kickFinishTime ); savefile->WriteAngles( kickAngles ); savefile->WriteBool( bfgVision ); savefile->WriteMaterial( tunnelMaterial ); savefile->WriteMaterial( armorMaterial ); savefile->WriteMaterial( berserkMaterial ); savefile->WriteMaterial( irGogglesMaterial ); savefile->WriteMaterial( bloodSprayMaterial ); savefile->WriteMaterial( bfgMaterial ); savefile->WriteFloat( lastDamageTime ); savefile->WriteVec4( fadeColor ); savefile->WriteVec4( fadeToColor ); savefile->WriteVec4( fadeFromColor ); savefile->WriteFloat( fadeRate ); savefile->WriteInt( fadeTime ); savefile->WriteAngles( shakeAng ); savefile->WriteObject( player ); savefile->WriteRenderView( view ); } /* ============== idPlayerView::Restore ============== */ void idPlayerView::Restore( idRestoreGame *savefile ) { int i; screenBlob_t *blob; blob = &screenBlobs[ 0 ]; for( i = 0; i < MAX_SCREEN_BLOBS; i++, blob++ ) { savefile->ReadMaterial( blob->material ); savefile->ReadFloat( blob->x ); savefile->ReadFloat( blob->y ); savefile->ReadFloat( blob->w ); savefile->ReadFloat( blob->h ); savefile->ReadFloat( blob->s1 ); savefile->ReadFloat( blob->t1 ); savefile->ReadFloat( blob->s2 ); savefile->ReadFloat( blob->t2 ); savefile->ReadInt( blob->finishTime ); savefile->ReadInt( blob->startFadeTime ); savefile->ReadFloat( blob->driftAmount ); } savefile->ReadInt( dvFinishTime ); savefile->ReadMaterial( dvMaterial ); savefile->ReadInt( kickFinishTime ); savefile->ReadAngles( kickAngles ); savefile->ReadBool( bfgVision ); savefile->ReadMaterial( tunnelMaterial ); savefile->ReadMaterial( armorMaterial ); savefile->ReadMaterial( berserkMaterial ); savefile->ReadMaterial( irGogglesMaterial ); savefile->ReadMaterial( bloodSprayMaterial ); savefile->ReadMaterial( bfgMaterial ); savefile->ReadFloat( lastDamageTime ); savefile->ReadVec4( fadeColor ); savefile->ReadVec4( fadeToColor ); savefile->ReadVec4( fadeFromColor ); savefile->ReadFloat( fadeRate ); savefile->ReadInt( fadeTime ); savefile->ReadAngles( shakeAng ); savefile->ReadObject( reinterpret_cast( player ) ); savefile->ReadRenderView( view ); } /* ============== idPlayerView::SetPlayerEntity ============== */ void idPlayerView::SetPlayerEntity( idPlayer *playerEnt ) { player = playerEnt; } /* ============== idPlayerView::ClearEffects ============== */ void idPlayerView::ClearEffects() { lastDamageTime = MS2SEC( gameLocal.time - 99999 ); dvFinishTime = ( gameLocal.time - 99999 ); kickFinishTime = ( gameLocal.time - 99999 ); for ( int i = 0 ; i < MAX_SCREEN_BLOBS ; i++ ) { screenBlobs[i].finishTime = gameLocal.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 ) { if ( g_hitEffect.GetBool() ) { // // double vision effect // if ( lastDamageTime > 0.0f && SEC2MS( lastDamageTime ) + IMPULSE_DELAY > gameLocal.time ) { // keep shotgun from obliterating the view return; } float dvTime = damageDef->GetFloat( "dv_time" ); if ( dvTime ) { if ( dvFinishTime < gameLocal.time ) { dvFinishTime = gameLocal.time; } dvFinishTime += g_dvTime.GetFloat() * dvTime; // don't let it add up too much in god mode if ( dvFinishTime > gameLocal.time + 5000 ) { dvFinishTime = gameLocal.time + 5000; } } // // head angle kick // float kickTime = damageDef->GetFloat( "kick_time" ); if ( kickTime ) { kickFinishTime = gameLocal.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.time; blob->finishTime = gameLocal.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; blob->t1 = 0; blob->s2 = 1; blob->t2 = 1; } // // save lastDamageTime for tunnel vision accentuation // lastDamageTime = MS2SEC( gameLocal.time ); } } /* ================== idPlayerView::AddBloodSpray If we need a more generic way to add blobs then we can do that but having it localized here lets the material be pre-looked up etc. ================== */ void idPlayerView::AddBloodSpray( float duration ) { /* if ( duration <= 0 || bloodSprayMaterial == NULL || g_skipViewEffects.GetBool() ) { return; } // visit this for chainsaw screenBlob_t *blob = GetScreenBlob(); blob->startFadeTime = gameLocal.time; blob->finishTime = gameLocal.time + ( duration * 1000 ); blob->material = bloodSprayMaterial; blob->x = ( gameLocal.random.RandomInt() & 63 ) - 32; blob->y = ( gameLocal.random.RandomInt() & 63 ) - 32; blob->driftAmount = 0.5f + gameLocal.random.CRandomFloat() * 0.5; float scale = ( 256 + ( ( gameLocal.random.RandomInt()&63 ) - 32 ) ) / 256.0f; blob->w = 600 * g_blobSize.GetFloat() * scale; blob->h = 480 * g_blobSize.GetFloat() * scale; float s1 = 0.0f; float t1 = 0.0f; float s2 = 1.0f; float t2 = 1.0f; if ( blob->driftAmount < 0.6 ) { s1 = 1.0f; s2 = 0.0f; } else if ( blob->driftAmount < 0.75 ) { t1 = 1.0f; t2 = 0.0f; } else if ( blob->driftAmount < 0.85 ) { s1 = 1.0f; s2 = 0.0f; t1 = 1.0f; t2 = 0.0f; } blob->s1 = s1; blob->t1 = t1; blob->s2 = s2; blob->t2 = t2; */ } /* ================== idPlayerView::WeaponFireFeedback Called when a weapon fires, generates head twitches, etc ================== */ void idPlayerView::WeaponFireFeedback( const idDict *weaponDef ) { if ( game->isVR && !vr_headKick.GetBool() ) return; // Koz skip head kick from weapon recoil in vr int recoilTime; recoilTime = weaponDef->GetInt( "recoilTime" ); // don't shorten a damage kick in progress if ( recoilTime && kickFinishTime < gameLocal.time ) { idAngles angles; weaponDef->GetAngles( "recoilAngles", "5 0 0", angles ); kickAngles = angles; int finish = gameLocal.time + g_kickTime.GetFloat() * recoilTime; kickFinishTime = finish; } //Defined for the VR weapons - defaults in case they are missing /* float controllerShakeHighMag = weaponDef->GetFloat( "controllerShakeHighMag", "1.0" ); int controllerShakeHighTime = weaponDef->GetInt( "controllerShakeHighTime", "0" ); vrClientInfo *pVRClientInfo = player->GetVRClientInfo(); bool rightHanded = pVRClientInfo != nullptr ? pVRClientInfo->right_handed : true; if (controllerShakeHighTime == 0) { controllerShakeHighTime = recoilTime / 2; } common->Vibrate(controllerShakeHighTime, rightHanded ? 1 : 0, controllerShakeHighMag); if (cvarSystem->GetCVarBool("vr_weapon_stabilised")) { common->Vibrate(controllerShakeHighTime, rightHanded ? 0 : 1, controllerShakeHighMag); }*/ } /* =================== idPlayerView::CalculateShake =================== */ void idPlayerView::CalculateShake() { idVec3 origin, matrix; float shakeVolume = gameSoundWorld->CurrentShakeAmplitudeForPosition( gameLocal.time, player->firstPersonViewOrigin ); // // shakeVolume should somehow be molded into an angle here // it should be thought of as being in the range 0.0 -> 1.0, although // since CurrentShakeAmplitudeForPosition() returns all the shake sounds // the player can hear, it can go over 1.0 too. // // Koz if ( game->isVR ) shakeVolume *= vr_shakeAmplitude.GetFloat(); shakeAng[0] = gameLocal.random.CRandomFloat() * shakeVolume * vr_shakeamplitude.GetFloat(); shakeAng[1] = gameLocal.random.CRandomFloat() * shakeVolume * vr_shakeamplitude.GetFloat(); shakeAng[2] = gameLocal.random.CRandomFloat() * shakeVolume * vr_shakeamplitude.GetFloat(); /*if (shakeVolume > 0.1) { //Shake controllers! common->Vibrate(50, 0, idMath::ClampFloat(0.1, 1.0, shakeVolume*2.0f + 0.1f)); common->Vibrate(50, 1, idMath::ClampFloat(0.1, 1.0, shakeVolume*2.0f + 0.1f)); }*/ } /* =================== idPlayerView::ShakeAxis =================== */ idMat3 idPlayerView::ShakeAxis() const { return shakeAng.ToMat3(); } /* =================== idPlayerView::AngleOffset kickVector, a world space direction that the attack should =================== */ idAngles idPlayerView::AngleOffset() const { idAngles ang; ang.Zero(); if ( gameLocal.time < kickFinishTime ) { float offset = kickFinishTime - gameLocal.time; ang = kickAngles * offset * offset * g_kickAmplitude.GetFloat(); for ( int i = 0 ; i < 3 ; i++ ) { if ( ang[i] > 70.0f ) { ang[i] = 70.0f; } else if ( ang[i] < -70.0f ) { ang[i] = -70.0f; } } } return ang; } /* ================== idPlayerView::SingleView ================== */ void idPlayerView::SingleView( idUserInterface *hud, const renderView_t *view ) { // normal rendering if ( !view ) { return; } renderSystem->DirectFrameBufferStart(); if ( player->objectiveSystemOpen ) { cvarSystem->SetCVarBool("draw_pda", true); renderSystem->CropRenderSize( 1024, 1024, true ); player->objectiveSystem->Redraw( gameLocal.time ); renderSystem->CaptureRenderToImage( "_pdaImage" ); renderSystem->UnCrop(); //globalImages->pdaImage->Resize( rendertarget.w, rendertarget.h ); cvarSystem->SetCVarBool("draw_pda", false); } else { renderSystem->SetHudOpacity(player->GetHudAlpha()); player->DrawHUD(hud); renderSystem->SetHudOpacity(1.0f); renderSystem->CaptureRenderToImage( "_hudImage" ); } renderSystem->DirectFrameBufferEnd(); // place the sound origin for the player gameSoundWorld->PlaceListener( view->vieworg, view->viewaxis, player->entityNumber + 1, gameLocal.time, hud ? hud->State().GetString( "location" ) : "Undefined" ); // 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(); gameRenderWorld->RenderScene( &hackedView ); if ( player->spectating ) { return; } // draw screen blobs if ( !pm_thirdPerson.GetBool() && !g_skipViewEffects.GetBool() ) { for ( int i = 0 ; i < MAX_SCREEN_BLOBS ; i++ ) { screenBlob_t *blob = &screenBlobs[i]; if ( blob->finishTime <= gameLocal.time ) { continue; } blob->y += blob->driftAmount; float fade = (float)( blob->finishTime - gameLocal.time ) / ( blob->finishTime - blob->startFadeTime ); if ( fade > 1.0f ) { fade = 1.0f; } if ( fade ) { renderSystem->SetColor4( 1,1,1,fade ); renderSystem->DrawStretchPic( blob->x, blob->y, blob->w, blob->h,blob->s1, blob->t1, blob->s2, blob->t2, blob->material ); } } // armor impulse feedback float armorPulse = ( gameLocal.time - player->lastArmorPulse ) / 250.0f; if ( armorPulse > 0.0f && armorPulse < 1.0f ) { renderSystem->SetColor4( 1, 1, 1, 1.0 - armorPulse ); renderSystem->DrawStretchPic( 0, 0, 640, 480, 0, 0, 1, 1, armorMaterial ); } // tunnel vision float health = 0.0f; if ( g_testHealthVision.GetFloat() != 0.0f ) { health = g_testHealthVision.GetFloat(); } else { health = player->health; } float alpha = health / 100.0f; if ( alpha < 0.0f ) { alpha = 0.0f; } if ( alpha > 1.0f ) { alpha = 1.0f; } if ( alpha < 1.0f ) { renderSystem->SetColor4( ( player->health <= 0.0f ) ? MS2SEC( gameLocal.time ) : lastDamageTime, 1.0f, 1.0f, ( player->health <= 0.0f ) ? 0.0f : alpha ); renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, tunnelMaterial ); } if ( player->PowerUpActive(BERSERK) ) { int berserkTime = player->inventory.powerupEndTime[ BERSERK ] - gameLocal.time; if ( berserkTime > 0 ) { // start fading if within 10 seconds of going away alpha = (berserkTime < 10000) ? (float)berserkTime / 10000 : 1.0f; renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, alpha ); renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, berserkMaterial ); } } if ( bfgVision ) { renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f ); renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, bfgMaterial ); } } // test a single material drawn over everything if ( g_testPostProcess.GetString()[0] ) { const idMaterial *mtr = declManager->FindMaterial( g_testPostProcess.GetString(), false ); if ( !mtr ) { common->Printf( "Material not found.\n" ); g_testPostProcess.SetString( "" ); } else { renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f ); renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, mtr ); } } // Koz begin if ( game->isVR ) { commonVr->lastViewOrigin = view->vieworg; commonVr->lastViewAxis = view->viewaxis; } // Koz end } /* =================== idPlayerView::DoubleVision =================== */ void idPlayerView::DoubleVision( idUserInterface *hud, const renderView_t *view, int offset ) { if ( !g_doubleVision.GetBool() ) { SingleView( hud, view ); return; } float scale = offset * g_dvAmplitude.GetFloat(); if ( scale > 0.5f ) { scale = 0.5f; } float shift = scale * sin( sqrtf( offset ) * g_dvFrequency.GetFloat() ); shift = fabs( shift ); // if double vision, render to a texture renderSystem->DirectFrameBufferStart(); renderSystem->CropRenderSize( 512, 256, true ); SingleView( hud, view ); renderSystem->CaptureRenderToImage( "_scratch" ); renderSystem->UnCrop(); renderSystem->DirectFrameBufferEnd(); // carry red tint if in berserk mode idVec4 color(1, 1, 1, 1); if ( gameLocal.time < player->inventory.powerupEndTime[ BERSERK ] ) { color.y = 0; color.z = 0; } renderSystem->SetColor4( color.x, color.y, color.z, 1.0f ); renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, shift, 1, 1, 0, dvMaterial ); renderSystem->SetColor4( color.x, color.y, color.z, 0.5f ); renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1-shift, 0, dvMaterial ); } /* =================== idPlayerView::BerserkVision =================== */ void idPlayerView::BerserkVision( idUserInterface *hud, const renderView_t *view ) { renderSystem->DirectFrameBufferStart(); renderSystem->CropRenderSize( 512, 256, true ); SingleView( hud, view ); renderSystem->CaptureRenderToImage( "_scratch" ); renderSystem->UnCrop(); renderSystem->DirectFrameBufferEnd(); renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f ); renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, dvMaterial ); } /* ================= idPlayerView::Flash flashes the player view with the given color ================= */ void idPlayerView::Flash(idVec4 color, int time ) { Fade(idVec4(0, 0, 0, 0), time); fadeFromColor = colorWhite; } /* ================= idPlayerView::Fade used for level transition fades assumes: color.w is 0 or 1 ================= */ void idPlayerView::Fade( idVec4 color, int time ) { if ( !fadeTime ) { fadeFromColor.Set( 0.0f, 0.0f, 0.0f, 1.0f - color[ 3 ] ); } else { fadeFromColor = fadeColor; } fadeToColor = color; if ( time <= 0 ) { fadeRate = 0; time = 0; fadeColor = fadeToColor; } else { fadeRate = 1.0f / ( float )time; } if ( gameLocal.realClientTime == 0 && time == 0 ) { fadeTime = 1; } else { fadeTime = gameLocal.realClientTime + time; } } /* ================= idPlayerView::ScreenFade ================= */ void idPlayerView::ScreenFade() { int msec; float t; if ( !fadeTime ) { return; } msec = fadeTime - gameLocal.realClientTime; if ( msec <= 0 ) { fadeColor = fadeToColor; if ( fadeColor[ 3 ] == 0.0f ) { fadeTime = 0; } } else { t = ( float )msec * fadeRate; fadeColor = fadeFromColor * t + fadeToColor * ( 1.0f - t ); } if ( fadeColor[ 3 ] != 0.0f ) { renderSystem->SetColor4( fadeColor[ 0 ], fadeColor[ 1 ], fadeColor[ 2 ], fadeColor[ 3 ] ); renderSystem->DrawStretchPic( 0, 0, 640, 480, 0, 0, 1, 1, declManager->FindMaterial( "_white" ) ); } } /* =================== idPlayerView::InfluenceVision =================== */ void idPlayerView::InfluenceVision( idUserInterface *hud, const renderView_t *view ) { //Influence vision doesn't work with multiview, simplest thing is to do is to skip it altogether SingleView( hud, view ); return; /* float distance = 0.0f; float pct = 1.0f; 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->DirectFrameBufferStart(); SingleView( hud, view ); renderSystem->CaptureRenderToImage( "_currentRender" ); renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, pct ); renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, player->GetInfluenceMaterial() ); renderSystem->DirectFrameBufferEnd(); } else if ( player->GetInfluenceEntity() == NULL ) { SingleView( hud, view ); return; } else { int offset = 25 + sinf( gameLocal.time ); DoubleVision( hud, view, pct * offset ); } */ } /* =================== idPlayerView::RenderPlayerView =================== */ void idPlayerView::RenderPlayerView( idUserInterface *hud ) { renderView_t *view = player->GetRenderView(); if (g_skipViewEffects.GetBool()) { SingleView( hud, view ); } else { view->forceMono = true; if (player->GetInfluenceMaterial() || player->GetInfluenceEntity()) { InfluenceVision( hud, view ); } else if (gameLocal.time < dvFinishTime) { DoubleVision( hud, view, dvFinishTime - gameLocal.time ); } else if (player->PowerUpActive(BERSERK)) { BerserkVision( hud, view ); } else { view->forceMono = false; SingleView( hud, view ); } ScreenFade(); } if ( net_clientLagOMeter.GetBool() && lagoMaterial && gameLocal.isClient ) { renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f ); renderSystem->DrawStretchPic( 10.0f, 380.0f, 64.0f, 64.0f, 0.0f, 0.0f, 1.0f, 1.0f, lagoMaterial ); } } /* =================== 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 || gameLocal.isMultiplayer ) { return false; } if( DetermineLevel() >= 0 ) { return true; } else { // latch the clear flag if( fader.GetAlpha() == 0 ) { clearAccumBuffer = true; } } return false; } /* ================== FullscreenFX_Helltime::AccumPass ================== */ void FullscreenFX_Helltime::AccumPass( const renderView_t* view ) { 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, renderSystem->GetScreenWidth(), renderSystem->GetScreenHeight(), 0.0f, t0, 1.0f, t1, initMaterial ); } else { renderSystem->DrawStretchPic( 0.0f, 0.0f, renderSystem->GetScreenWidth(), renderSystem->GetScreenHeight(), 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, renderSystem->GetScreenWidth(), renderSystem->GetScreenHeight(), 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( !gameLocal.isMultiplayer && g_testMultiplayerFX.GetInteger() == -1 ) { return false; } if( DetermineLevel() >= 0 ) { return true; } else { // latch the clear flag if( fader.GetAlpha() == 0 ) { clearAccumBuffer = true; } } return false; } /* ================== FullscreenFX_Multiplayer::AccumPass ================== */ void FullscreenFX_Multiplayer::AccumPass( const renderView_t* view ) { 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, renderSystem->GetScreenWidth(), renderSystem->GetScreenHeight(), 0.0f, t0, 1.0f, t1, initMaterial ); } else { renderSystem->DrawStretchPic( 0.0f, 0.0f, renderSystem->GetScreenWidth(), renderSystem->GetScreenHeight(), 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, renderSystem->GetScreenWidth(), renderSystem->GetScreenHeight(), 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 = renderSystem->GetScreenWidth() / 2.0f; center.y = renderSystem->GetScreenHeight() / 2.0f; 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 )renderSystem->GetScreenWidth(); p.outer1.w = 1 - ( p.outer1.y / ( float )renderSystem->GetScreenHeight() ); p.outer2.x = center.x + x2 * radius; p.outer2.y = center.y + y2 * radius; p.outer2.z = p.outer2.x / ( float )renderSystem->GetScreenWidth(); p.outer2.w = 1 - ( p.outer2.y / ( float )renderSystem->GetScreenHeight() ); p.center.x = center.x; p.center.y = center.y; p.center.z = p.center.x / ( float )renderSystem->GetScreenWidth(); p.center.w = 1 - ( p.center.y / ( float )renderSystem->GetScreenHeight() ); // 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, renderSystem->GetScreenWidth(), renderSystem->GetScreenHeight(), 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( ( !gameLocal.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, renderSystem->GetScreenWidth(), renderSystem->GetScreenHeight(), 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, renderSystem->GetScreenWidth(), renderSystem->GetScreenHeight(), 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, renderSystem->GetScreenWidth(), renderSystem->GetScreenHeight(), 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, renderSystem->GetScreenWidth(), renderSystem->GetScreenHeight(), 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(true); } /* ================== FullscreenFXManager::FindFX ================== */ FullscreenFX* FullscreenFXManager::FindFX( idStr name ) { for( int i = 0; i < fx.Num(); i++ ) { if( fx[i]->GetName() == name ) { return fx[i]; } } return NULL; } /* ================== FullscreenFXManager::CreateFX ================== */ void FullscreenFXManager::CreateFX( idStr name, idStr fxtype, int fade ) { FullscreenFX* pfx = NULL; if( fxtype == "helltime" ) { pfx = new FullscreenFX_Helltime; } else if( fxtype == "warp" ) { pfx = new FullscreenFX_Warp; } else if( fxtype == "envirosuit" ) { pfx = new FullscreenFX_EnviroSuit; } else if( fxtype == "doublevision" ) { pfx = new FullscreenFX_DoubleVision; } else if( fxtype == "multiplayer" ) { pfx = new FullscreenFX_Multiplayer; } else if( fxtype == "influencevision" ) { pfx = new FullscreenFX_InfluenceVision; } else if( fxtype == "bloom" ) { pfx = new FullscreenFX_Bloom; } else { assert( 0 ); } if( pfx ) { pfx->Initialize(); pfx->SetFXManager( this ); pfx->SetName( name ); pfx->SetFadeSpeed( fade ); fx.Append( pfx ); } } /* ================== FullscreenFXManager::Initialize ================== */ void FullscreenFXManager::Initialize( idPlayerView* pv ) { // set the playerview playerView = pv; blendBackMaterial = declManager->FindMaterial( "textures/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, renderSystem->GetScreenWidth(), renderSystem->GetScreenHeight(), 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( !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 ) // Koz fix me had temp made this always false, cant remember what I was testing now, make sure nothing is broken. { //common->Printf( "Process FullscreenFX %s\n", pfx->GetName().c_str() ); 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() ); } } }