Class: Quake::Renderer::GLViewBlend
- Inherits:
-
Object
- Object
- Quake::Renderer::GLViewBlend
- Defined in:
- lib/quake/renderer/gl_view_blend.rb
Overview
Renders Quake GL polyblend overlays from view.c color shifts.
Defined Under Namespace
Classes: CShift
Constant Summary collapse
- EMPTY_CSHIFT =
CShift.new(color: [130, 80, 50], percent: 0)
- WATER_CSHIFT =
CShift.new(color: [130, 80, 50], percent: 128)
- SLIME_CSHIFT =
CShift.new(color: [0, 25, 5], percent: 150)
- LAVA_CSHIFT =
CShift.new(color: [255, 80, 0], percent: 150)
- BONUS_COLOR =
[215, 186, 69].freeze
- DAMAGE_ARMOR_COLOR =
[200, 100, 100].freeze
- DAMAGE_MIXED_COLOR =
[220, 50, 50].freeze
- DAMAGE_BLOOD_COLOR =
[255, 0, 0].freeze
Class Method Summary collapse
- .bonus_cshift(percent) ⇒ Object
- .calc_blend(cshifts, cshift_percent: 100.0) ⇒ Object
- .contents_cshift(contents) ⇒ Object
- .damage_cshift(armor:, blood:, current_percent: 0.0) ⇒ Object
- .powerup_cshift(player_state, game_time:) ⇒ Object
- .powerup_item_active?(player_state, powerup, game_time) ⇒ Boolean
Instance Method Summary collapse
Class Method Details
.bonus_cshift(percent) ⇒ Object
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# File 'lib/quake/renderer/gl_view_blend.rb', line 52 def self.bonus_cshift(percent) CShift.new(color: BONUS_COLOR, percent: percent.to_f.clamp(0.0, 50.0)) end |
.calc_blend(cshifts, cshift_percent: 100.0) ⇒ Object
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# File 'lib/quake/renderer/gl_view_blend.rb', line 72 def self.calc_blend(cshifts, cshift_percent: 100.0) r = 0.0 g = 0.0 b = 0.0 a = 0.0 cshifts.each do |shift| next if cshift_percent.zero? a2 = ((shift.percent.to_f * cshift_percent.to_f) / 100.0) / 255.0 next if a2.zero? a += a2 * (1.0 - a) a2 /= a r = r * (1.0 - a2) + shift.color[0] * a2 g = g * (1.0 - a2) + shift.color[1] * a2 b = b * (1.0 - a2) + shift.color[2] * a2 end [r / 255.0, g / 255.0, b / 255.0, a.clamp(0.0, 1.0)] end |
.contents_cshift(contents) ⇒ Object
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# File 'lib/quake/renderer/gl_view_blend.rb', line 21 def self.contents_cshift(contents) case contents when Physics::CONTENTS_EMPTY, Physics::CONTENTS_SOLID EMPTY_CSHIFT when Physics::CONTENTS_LAVA LAVA_CSHIFT when Physics::CONTENTS_SLIME SLIME_CSHIFT else WATER_CSHIFT end end |
.damage_cshift(armor:, blood:, current_percent: 0.0) ⇒ Object
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# File 'lib/quake/renderer/gl_view_blend.rb', line 56 def self.damage_cshift(armor:, blood:, current_percent: 0.0) armor = armor.to_f blood = blood.to_f count = blood * 0.5 + armor * 0.5 count = 10.0 if count < 10.0 percent = (current_percent.to_f + 3.0 * count).clamp(0.0, 150.0) color = if armor > blood DAMAGE_ARMOR_COLOR elsif armor.positive? DAMAGE_MIXED_COLOR else DAMAGE_BLOOD_COLOR end CShift.new(color: color, percent: percent) end |
.powerup_cshift(player_state, game_time:) ⇒ Object
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# File 'lib/quake/renderer/gl_view_blend.rb', line 34 def self.powerup_cshift(player_state, game_time:) if powerup_item_active?(player_state, :quad, game_time) CShift.new(color: [0, 0, 255], percent: 30) elsif powerup_item_active?(player_state, :biosuit, game_time) CShift.new(color: [0, 255, 0], percent: 20) elsif powerup_item_active?(player_state, :ring, game_time) CShift.new(color: [100, 100, 100], percent: 100) elsif powerup_item_active?(player_state, :pentagram, game_time) CShift.new(color: [255, 255, 0], percent: 30) else CShift.new(color: [0, 0, 0], percent: 0) end end |
.powerup_item_active?(player_state, powerup, game_time) ⇒ Boolean
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# File 'lib/quake/renderer/gl_view_blend.rb', line 48 def self.powerup_item_active?(player_state, powerup, game_time) player_state&.powerup_item_active?(powerup, game_time: game_time) end |
Instance Method Details
#render(blend) ⇒ Object
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# File 'lib/quake/renderer/gl_view_blend.rb', line 94 def render(blend) return if blend[3].to_f <= 0.0 GL.MatrixMode(GL::PROJECTION) GL.PushMatrix GL.LoadIdentity GL.Ortho(0, 1, 0, 1, -1, 1) GL.MatrixMode(GL::MODELVIEW) GL.PushMatrix GL.LoadIdentity GL.Disable(GL::DEPTH_TEST) GL.Disable(GL::CULL_FACE) # 2D pass; scene re-enables culling next frame GL.Disable(GL::TEXTURE_2D) GL.Enable(GL::BLEND) GL.BlendFunc(GL::SRC_ALPHA, GL::ONE_MINUS_SRC_ALPHA) GL.Color4f(*blend) GL.Begin(GL::QUADS) GL.Vertex2f(0.0, 0.0) GL.Vertex2f(1.0, 0.0) GL.Vertex2f(1.0, 1.0) GL.Vertex2f(0.0, 1.0) GL.End GL.Color4f(1.0, 1.0, 1.0, 1.0) GL.Disable(GL::BLEND) GL.Enable(GL::TEXTURE_2D) GL.Enable(GL::DEPTH_TEST) GL.MatrixMode(GL::MODELVIEW) GL.PopMatrix GL.MatrixMode(GL::PROJECTION) GL.PopMatrix GL.MatrixMode(GL::MODELVIEW) end |