/
h_refresh.cpp
299 lines (255 loc) · 8.01 KB
/
h_refresh.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
/** @file h_refresh.cpp Heretic specific refresh functions/utilities.
*
* @authors Copyright © 2003-2013 Jaakko Keränen <jaakko.keranen@iki.fi>
* @authors Copyright © 2005-2013 Daniel Swanson <danij@dengine.net>
*
* @par License
* GPL: http://www.gnu.org/licenses/gpl.html
*
* <small>This program 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 2 of the License, or (at your
* option) any later version. This program 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 this program; if not, write to the Free
* Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA
* 02110-1301 USA</small>
*/
#include "jheretic.h"
#include "h_refresh.h"
#include "dmu_lib.h"
#include "hu_stuff.h"
#include "hu_menu.h"
#include "hu_msg.h"
#include "hu_pspr.h"
#include "hu_log.h"
#include "am_map.h"
#include "g_common.h"
#include "r_common.h"
#include "d_net.h"
#include "x_hair.h"
#include "g_controls.h"
#include "p_mapsetup.h"
#include "p_tick.h"
#include "hu_automap.h"
#include <cstring>
float quitDarkenOpacity = 0;
void G_RendSpecialFilter(int player, RectRaw const *region)
{
player_t *plr = players + player;
const struct filter_s {
float colorRGB[3];
int blendArg1, blendArg2;
} filters[] = {
{ { 0.0f, 0.0f, 0.6f }, DGL_DST_COLOR, DGL_SRC_COLOR },
{ { 0.5f, 0.35f, 0.1f }, DGL_SRC_COLOR, DGL_SRC_COLOR }
};
if(plr->powers[PT_INVULNERABILITY] <= BLINKTHRESHOLD &&
!(plr->powers[PT_INVULNERABILITY] & 8))
return;
DGL_BlendFunc(filters[cfg.ringFilter == 1].blendArg1,
filters[cfg.ringFilter == 1].blendArg2);
DGL_DrawRectf2Color(region->origin.x, region->origin.y,
region->size.width, region->size.height,
filters[cfg.ringFilter == 1].colorRGB[CR],
filters[cfg.ringFilter == 1].colorRGB[CG],
filters[cfg.ringFilter == 1].colorRGB[CB], cfg.filterStrength);
// Restore the normal rendering state.
DGL_BlendMode(BM_NORMAL);
}
dd_bool R_ViewFilterColor(float rgba[4], int filter)
{
if(!rgba) return false;
// We have to choose the right color and alpha.
if(filter >= STARTREDPALS && filter < STARTREDPALS + NUMREDPALS)
{
// Red.
rgba[CR] = 1;
rgba[CG] = 0;
rgba[CB] = 0;
rgba[CA] = (G_Rules().deathmatch? 1.0f : cfg.filterStrength) * filter / 8.f; // Full red with filter 8.
return true;
}
else if(filter >= STARTBONUSPALS && filter < STARTBONUSPALS + NUMBONUSPALS)
{
// Light Yellow.
rgba[CR] = 1;
rgba[CG] = 1;
rgba[CB] = .5f;
rgba[CA] = cfg.filterStrength * (filter - STARTBONUSPALS + 1) / 16.f;
return true;
}
if(filter)
{
App_Log(DE2_GL_WARNING, "Invalid view filter number: %d", filter);
}
return false;
}
void R_UpdateViewFilter(int player)
{
player_t *plr = players + player;
int palette = 0;
if(player < 0 || player >= MAXPLAYERS)
return;
// Not currently present?
if(!plr->plr->inGame) return;
if(plr->damageCount)
{
palette = (plr->damageCount + 7) >> 3;
if(palette >= NUMREDPALS)
{
palette = NUMREDPALS - 1;
}
palette += STARTREDPALS;
}
else if(plr->bonusCount)
{
palette = (plr->bonusCount + 7) >> 3;
if(palette >= NUMBONUSPALS)
{
palette = NUMBONUSPALS - 1;
}
palette += STARTBONUSPALS;
}
// $democam
if(palette)
{
plr->plr->flags |= DDPF_VIEW_FILTER;
R_ViewFilterColor(plr->plr->filterColor, palette);
}
else
{
plr->plr->flags &= ~DDPF_VIEW_FILTER;
}
}
void G_RendPlayerView(int player)
{
player_t *plr = &players[player];
float pspriteOffsetY;
dd_bool isFullBright = (plr->powers[PT_INVULNERABILITY] > BLINKTHRESHOLD) ||
(plr->powers[PT_INVULNERABILITY] & 8);
if(IS_CLIENT)
{
// Server updates mobj flags in NetSv_Ticker.
R_SetAllDoomsdayFlags();
}
pspriteOffsetY = HU_PSpriteYOffset(plr);
DD_SetVariable(DD_PSPRITE_OFFSET_Y, &pspriteOffsetY);
// $democam
GL_SetFilter((plr->plr->flags & DDPF_USE_VIEW_FILTER)? true : false);
if(plr->plr->flags & DDPF_USE_VIEW_FILTER)
{
const float* color = plr->plr->filterColor;
GL_SetFilterColor(color[CR], color[CG], color[CB], color[CA]);
}
// How about fullbright?
DD_SetInteger(DD_FULLBRIGHT, isFullBright);
// Render the view with possible custom filters.
R_RenderPlayerView(player);
}
void H_DrawWindow(Size2Raw const * /*windowSize*/)
{
if(G_GameState() == GS_INTERMISSION)
{
IN_Drawer();
}
// Draw HUD displays; menu, messages.
Hu_Drawer();
if(G_QuitInProgress())
{
DGL_DrawRectf2Color(0, 0, 320, 200, 0, 0, 0, quitDarkenOpacity);
}
}
void H_EndFrame()
{
if(G_GameState() != GS_MAP) return;
for(int i = 0; i < MAXPLAYERS; ++i)
{
player_t *plr = players + i;
if(!plr->plr->inGame) continue;
if(!plr->plr->mo) continue;
// View angles are updated with fractional ticks, so we can just use the current values.
R_SetViewAngle(i, Player_ViewYawAngle(i));
R_SetViewPitch(i, plr->plr->lookDir);
}
}
void Mobj_UpdateColorMap(mobj_t *mo)
{
DENG2_ASSERT(mo != 0);
if(mo->flags & MF_TRANSLATION)
{
mo->tmap = (mo->flags & MF_TRANSLATION) >> MF_TRANSSHIFT;
}
else
{
mo->tmap = 0;
}
}
/**
* Updates the mobj flags used by Doomsday with the state of our local flags for the given mobj.
*/
void R_SetDoomsdayFlags(mobj_t *mo)
{
DENG2_ASSERT(mo != 0);
// Client mobjs can't be set here.
if(IS_CLIENT && mo->ddFlags & DDMF_REMOTE)
{
Mobj_UpdateColorMap(mo);
return;
}
// Reset the flags for a new frame.
mo->ddFlags &= DDMF_CLEAR_MASK;
// Local objects aren't sent to clients.
if(mo->flags & MF_LOCAL)
mo->ddFlags |= DDMF_LOCAL;
if(mo->flags & MF_SOLID)
mo->ddFlags |= DDMF_SOLID;
if(mo->flags & MF_NOGRAVITY)
mo->ddFlags |= DDMF_NOGRAVITY;
if(mo->flags2 & MF2_FLOATBOB)
mo->ddFlags |= DDMF_NOGRAVITY | DDMF_BOB;
if(mo->flags & MF_MISSILE)
{ // Mace death balls are controlled by the server.
//if(mo->type != MT_MACEFX4)
mo->ddFlags |= DDMF_MISSILE;
}
if(mo->info && (mo->info->flags2 & MF2_ALWAYSLIT))
mo->ddFlags |= DDMF_ALWAYSLIT;
if(mo->flags2 & MF2_FLY)
mo->ddFlags |= DDMF_FLY | DDMF_NOGRAVITY;
// $democam: cameramen are invisible.
if(P_MobjIsCamera(mo))
mo->ddFlags |= DDMF_DONTDRAW;
if((mo->flags & MF_CORPSE) && cfg.corpseTime && mo->corpseTics == -1)
mo->ddFlags |= DDMF_DONTDRAW;
// Choose which ddflags to set.
if(mo->flags2 & MF2_DONTDRAW)
{
mo->ddFlags |= DDMF_DONTDRAW;
return; // No point in checking the other flags.
}
if(mo->flags2 & MF2_LOGRAV)
mo->ddFlags |= DDMF_LOWGRAVITY;
if(mo->flags & MF_BRIGHTSHADOW)
mo->ddFlags |= DDMF_BRIGHTSHADOW;
else if(mo->flags & MF_SHADOW)
mo->ddFlags |= DDMF_ALTSHADOW;
if(((mo->flags & MF_VIEWALIGN) && !(mo->flags & MF_MISSILE)) ||
(mo->flags & MF_FLOAT) ||
((mo->flags & MF_MISSILE) && !(mo->flags & MF_VIEWALIGN)))
mo->ddFlags |= DDMF_VIEWALIGN;
Mobj_UpdateColorMap(mo);
}
void R_SetAllDoomsdayFlags()
{
if(G_GameState() != GS_MAP)
return;
// Only visible things are in the sector thinglists, so this is good.
for(int i = 0; i < numsectors; ++i)
for(mobj_t *iter = (mobj_t *)P_GetPtr(DMU_SECTOR, i, DMT_MOBJS); iter; iter = iter->sNext)
{
R_SetDoomsdayFlags(iter);
}
}