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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #ifndef __GAME_PLAYERVIEW_H__
- #define __GAME_PLAYERVIEW_H__
- /*
- ===============================================================================
- Player view.
- ===============================================================================
- */
- // screenBlob_t are for the on-screen damage claw marks, etc
- typedef struct {
- const idMaterial * material;
- float x, y, w, h;
- float s1, t1, s2, t2;
- int finishTime;
- int startFadeTime;
- float driftAmount;
- } screenBlob_t;
- #define MAX_SCREEN_BLOBS 8
- #ifdef _D3XP
- class WarpPolygon_t {
- public:
- idVec4 outer1;
- idVec4 outer2;
- idVec4 center;
- };
- class Warp_t {
- public:
- int id;
- bool active;
- int startTime;
- float initialRadius;
- idVec3 worldOrigin;
- idVec2 screenOrigin;
- int durationMsec;
- idList<WarpPolygon_t> polys;
- };
- #endif
- #ifdef _D3XP
- class idPlayerView;
- class FullscreenFXManager;
- /*
- ==================
- FxFader
- ==================
- */
- class FxFader {
- enum {
- FX_STATE_OFF,
- FX_STATE_RAMPUP,
- FX_STATE_RAMPDOWN,
- FX_STATE_ON
- };
- int time;
- int state;
- float alpha;
- int msec;
- public:
- FxFader();
- // primary functions
- bool SetTriggerState( bool active );
- virtual void Save( idSaveGame *savefile );
- virtual void Restore( idRestoreGame *savefile );
- // fader functions
- void SetFadeTime( int t ) { msec = t; };
- int GetFadeTime() { return msec; };
- // misc functions
- float GetAlpha() { return alpha; };
- };
- /*
- ==================
- FullscreenFX
- ==================
- */
- class FullscreenFX {
- protected:
- idStr name;
- FxFader fader;
- FullscreenFXManager *fxman;
- public:
- FullscreenFX() { fxman = NULL; };
- virtual ~FullscreenFX() { };
- virtual void Initialize() = 0;
- virtual bool Active() = 0;
- virtual void HighQuality() = 0;
- virtual void LowQuality() { };
- virtual void AccumPass( const renderView_t *view ) { };
- virtual bool HasAccum() { return false; };
- void SetName( idStr n ) { name = n; };
- idStr GetName() { return name; };
- void SetFXManager( FullscreenFXManager *fx ) { fxman = fx; };
- bool SetTriggerState( bool state ) { return fader.SetTriggerState( state ); };
- void SetFadeSpeed( int msec ) { fader.SetFadeTime( msec ); };
- float GetFadeAlpha() { return fader.GetAlpha(); };
- virtual void Save( idSaveGame *savefile );
- virtual void Restore( idRestoreGame *savefile );
- };
- /*
- ==================
- FullscreenFX_Helltime
- ==================
- */
- class FullscreenFX_Helltime : public FullscreenFX {
- const idMaterial* acInitMaterials[3];
- const idMaterial* acCaptureMaterials[3];
- const idMaterial* acDrawMaterials[3];
- const idMaterial* crCaptureMaterials[3];
- const idMaterial* crDrawMaterials[3];
- bool clearAccumBuffer;
- int DetermineLevel();
- public:
- virtual void Initialize();
- virtual bool Active();
- virtual void HighQuality();
- virtual void AccumPass( const renderView_t *view );
- virtual bool HasAccum() { return true; };
- virtual void Restore( idRestoreGame *savefile );
- };
- /*
- ==================
- FullscreenFX_Multiplayer
- ==================
- */
- class FullscreenFX_Multiplayer : public FullscreenFX {
- const idMaterial* acInitMaterials;
- const idMaterial* acCaptureMaterials;
- const idMaterial* acDrawMaterials;
- const idMaterial* crCaptureMaterials;
- const idMaterial* crDrawMaterials;
- bool clearAccumBuffer;
- int DetermineLevel();
- public:
- virtual void Initialize();
- virtual bool Active();
- virtual void HighQuality();
- virtual void AccumPass( const renderView_t *view );
- virtual bool HasAccum() { return true; };
- virtual void Restore( idRestoreGame *savefile );
- };
- /*
- ==================
- FullscreenFX_Warp
- ==================
- */
- class FullscreenFX_Warp : public FullscreenFX {
- const idMaterial* material;
- bool grabberEnabled;
- int startWarpTime;
- void DrawWarp( WarpPolygon_t wp, float interp );
- public:
- virtual void Initialize();
- virtual bool Active();
- virtual void HighQuality();
- void EnableGrabber( bool active ) { grabberEnabled = active; startWarpTime = gameLocal.slow.time; };
- virtual void Save( idSaveGame *savefile );
- virtual void Restore( idRestoreGame *savefile );
- };
- /*
- ==================
- FullscreenFX_EnviroSuit
- ==================
- */
- class FullscreenFX_EnviroSuit : public FullscreenFX {
- const idMaterial* material;
- public:
- virtual void Initialize();
- virtual bool Active();
- virtual void HighQuality();
- };
- /*
- ==================
- FullscreenFX_DoubleVision
- ==================
- */
- class FullscreenFX_DoubleVision : public FullscreenFX {
- const idMaterial* material;
- public:
- virtual void Initialize();
- virtual bool Active();
- virtual void HighQuality();
- };
- /*
- ==================
- FullscreenFX_InfluenceVision
- ==================
- */
- class FullscreenFX_InfluenceVision : public FullscreenFX {
- public:
- virtual void Initialize();
- virtual bool Active();
- virtual void HighQuality();
- };
- /*
- ==================
- FullscreenFX_Bloom
- ==================
- */
- class FullscreenFX_Bloom : public FullscreenFX {
- const idMaterial* drawMaterial;
- const idMaterial* initMaterial;
- const idMaterial* currentMaterial;
- float currentIntensity;
- float targetIntensity;
- public:
- virtual void Initialize();
- virtual bool Active();
- virtual void HighQuality();
- virtual void Save( idSaveGame *savefile );
- virtual void Restore( idRestoreGame *savefile );
- };
- /*
- ==================
- FullscreenFXManager
- ==================
- */
- class FullscreenFXManager {
- idList<FullscreenFX*> fx;
- bool highQualityMode;
- idVec2 shiftScale;
- idPlayerView *playerView;
- const idMaterial* blendBackMaterial;
- void CreateFX( idStr name, idStr fxtype, int fade );
- public:
- FullscreenFXManager();
- virtual ~FullscreenFXManager();
- void Initialize( idPlayerView *pv );
- void Process( const renderView_t *view );
- void CaptureCurrentRender();
- void Blendback( float alpha );
- idVec2 GetShiftScale() { return shiftScale; };
- idPlayerView* GetPlayerView() { return playerView; };
- idPlayer* GetPlayer() { return gameLocal.GetLocalPlayer(); };
- int GetNum() { return fx.Num(); };
- FullscreenFX* GetFX( int index ) { return fx[index]; };
- FullscreenFX* FindFX( idStr name );
- void Save( idSaveGame *savefile );
- void Restore( idRestoreGame *savefile );
- };
- #endif
- class idPlayerView {
- public:
- idPlayerView();
- void Save( idSaveGame *savefile ) const;
- void Restore( idRestoreGame *savefile );
- void SetPlayerEntity( class idPlayer *playerEnt );
- void ClearEffects( void );
- void DamageImpulse( idVec3 localKickDir, const idDict *damageDef );
- void WeaponFireFeedback( const idDict *weaponDef );
- idAngles AngleOffset( void ) const; // returns the current kick angle
- idMat3 ShakeAxis( void ) const; // returns the current shake angle
- void CalculateShake( void );
- // this may involve rendering to a texture and displaying
- // that with a warp model or in double vision mode
- void RenderPlayerView( idUserInterface *hud );
- void Fade( idVec4 color, int time );
- void Flash( idVec4 color, int time );
- void AddBloodSpray( float duration );
- // temp for view testing
- void EnableBFGVision( bool b ) { bfgVision = b; };
- private:
- void SingleView( idUserInterface *hud, const renderView_t *view );
- void ScreenFade();
- screenBlob_t * GetScreenBlob();
- screenBlob_t screenBlobs[MAX_SCREEN_BLOBS];
- public:
- int dvFinishTime; // double vision will be stopped at this time
- const idMaterial * dvMaterial; // material to take the double vision screen shot
- int kickFinishTime; // view kick will be stopped at this time
- idAngles kickAngles;
- bool bfgVision; //
- const idMaterial * tunnelMaterial; // health tunnel vision
- const idMaterial * armorMaterial; // armor damage view effect
- const idMaterial * berserkMaterial; // berserk effect
- const idMaterial * irGogglesMaterial; // ir effect
- const idMaterial * bloodSprayMaterial; // blood spray
- const idMaterial * bfgMaterial; // when targeted with BFG
- const idMaterial * lagoMaterial; // lagometer drawing
- float lastDamageTime; // accentuate the tunnel effect for a while
- idVec4 fadeColor; // fade color
- idVec4 fadeToColor; // color to fade to
- idVec4 fadeFromColor; // color to fade from
- float fadeRate; // fade rate
- int fadeTime; // fade time
- idAngles shakeAng; // from the sound sources
- idPlayer * player;
- renderView_t view;
- #ifdef _D3XP
- FullscreenFXManager *fxManager;
- public:
- int AddWarp( idVec3 worldOrigin, float centerx, float centery, float initialRadius, float durationMsec );
- void FreeWarp( int id );
- #endif
- };
- #endif /* !__GAME_PLAYERVIEW_H__ */
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