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h_refresh.c
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h_refresh.c
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/**\file h_refresh.c
*\section License
* License: GPL
* Online License Link: http://www.gnu.org/licenses/gpl.html
*
*\author Copyright © 2003-2013 Jaakko Keränen <jaakko.keranen@iki.fi>
*\author Copyright © 2005-2013 Daniel Swanson <danij@dengine.net>
*
* 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
*/
#include <string.h>
#include "jheretic.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"
/**
* Updates the status flags for all visible things.
*/
void R_SetAllDoomsdayFlags(void);
extern const float defFontRGB[];
extern const float defFontRGB2[];
float quitDarkenOpacity = 0;
/**
* Draws a special filter over the screen.
*/
void G_RendSpecialFilter(int player, const RectRaw* 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);
}
boolean 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] = (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)
Con_Message("R_ViewFilterColor: Real strange filter number: %d.", filter);
return false;
}
/**
* Sets the new palette based upon current values of player->damageCount
* and player->bonusCount
*/
void R_UpdateViewFilter(int player)
{
player_t* plr = players + player;
int palette = 0;
if(player < 0 || player >= MAXPLAYERS)
{
#if _DEBUG
Con_Message("Warning: R_UpdateViewFilter: Invalid player #%i, ignoring.", player);
#endif
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;
boolean 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);
}
#if 0
static void rendHUD(int player, const RectRaw* portGeometry)
{
if(player < 0 || player >= MAXPLAYERS) return;
if(G_GameState() != GS_MAP) return;
if(IS_CLIENT && (!Get(DD_GAME_READY) || !Get(DD_GOTFRAME))) return;
if(!DD_GetInteger(DD_GAME_DRAW_HUD_HINT)) return; // The engine advises not to draw any HUD displays.
ST_Drawer(player);
HU_DrawScoreBoard(player);
Hu_MapTitleDrawer(portGeometry);
}
void H_DrawViewPort(int port, const RectRaw* portGeometry,
const RectRaw* windowGeometry, int player, int layer)
{
if(layer != 0)
{
rendHUD(player, portGeometry);
return;
}
switch(G_GameState())
{
case GS_MAP: {
player_t* plr = players + player;
if(!ST_AutomapObscures2(player, windowGeometry))
{
if(IS_CLIENT && (!Get(DD_GAME_READY) || !Get(DD_GOTFRAME))) return;
rendPlayerView(player);
rendSpecialFilter(player, windowGeometry);
// Crosshair.
if(!(P_MobjIsCamera(plr->plr->mo) && Get(DD_PLAYBACK))) // $democam
X_Drawer(player);
}
break;
}
case GS_STARTUP:
DGL_DrawRectf2Color(0, 0, portGeometry->size.width, portGeometry->size.height, 0, 0, 0, 1);
break;
default: break;
}
}
#endif
void H_DrawWindow(const Size2Raw* 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(void)
{
int i;
if(G_GameState() != GS_MAP) return;
for(i = 0; i < MAXPLAYERS; ++i)
{
player_t* plr = players + i;
if(!plr->plr->inGame || !plr->plr->mo) continue;
// View angles are updated with fractional ticks, so we can just use the current values.
R_SetViewAngle(i, plr->plr->mo->angle + (int) (ANGLE_MAX * -G_GetLookOffset(i)));
R_SetViewPitch(i, plr->plr->lookDir);
}
}
void Mobj_UpdateColorMap(mobj_t* mo)
{
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)
{
// 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(void)
{
mobj_t* iter;
int i;
if(G_GameState() != GS_MAP)
return;
// Only visible things are in the sector thinglists, so this is good.
for(i = 0; i < numsectors; ++i)
{
for(iter = P_GetPtr(DMU_SECTOR, i, DMT_MOBJS); iter; iter = iter->sNext)
{
R_SetDoomsdayFlags(iter);
}
}
}