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Light-Amp Goggles: Night vision code


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Posted

I'm trying to figure out what affects the color of LightAmp's night vision, so I can make Force Sight more similar to DF2's variant of the latter. Between this and Force Destruction, I had to get away from it for a bit.

 

 

 


	//-----------
	// Light Amp
	//--------------------------------
	else if ( cg.zoomMode == 3 )
	{
		CG_RegisterItemVisuals( ITM_LA_GOGGLES_PICKUP );

		if ( power )
		{
			cgi_R_SetColor( colorTable[CT_WHITE] );
			CG_DrawPic( 34, 29, 580, 410, cgs.media.laGogglesStatic );

			CG_DrawPic( 570, 140, 12, 160, cgs.media.laGogglesSideBit );

			float light = (128-cent->gent->lightLevel) * 0.5f;

			if ( light < -81 ) // saber can really jack up local light levels....?magic number??
			{
				light = -81;
			}

			float pos1 = 220 + light;
			float pos2 = 220 + cos( cg.time * 0.0004f + light * 0.05f ) * 40 + sin( cg.time * 0.0013f + 1 ) * 20 + sin( cg.time * 0.0021f ) * 5;

			// Flickery color
			color1[0] = 0.7f + crandom() * 0.2f;
			color1[1] = 0.8f + crandom() * 0.2f;
			color1[2] = 0.7f + crandom() * 0.2f;
			color1[3] = 1.0f;
			cgi_R_SetColor( color1 );

			CG_DrawPic( 565, pos1, 22, 8, cgs.media.laGogglesBracket );
			CG_DrawPic( 558, pos2, 14, 5, cgs.media.laGogglesArrow );
		}

		// Black out the area behind the battery display
		cgi_R_SetColor( colorTable[CT_DKGREY]);
		CG_DrawPic( 236, 357, 164, 16, cgs.media.whiteShader );

		if ( power )
		{
			// Power bar
			color1[0] = 1.0f * ( charge < 0.2f ? !!(cg.time & 256) : 1 );
			color1[1] = charge * color1[0];
			color1[2] = 0.0f;
			color1[3] = 0.4f;

			cgi_R_SetColor( color1 );
			CG_DrawPic( 247.0f, 362.5f, charge * 143.0f, 6, cgs.media.whiteShader );

			// pulsing dot bit
			color1[0] = sin( cg.time * 0.01f ) * 0.5f + 0.5f;
			color1[0] = color1[0] * color1[0];
			color1[1] = color1[0];
			color1[2] = color1[0];
			color1[3] = 1.0f;

			cgi_R_SetColor( color1 );

			CG_DrawPic( 65, 94, 16, 16, cgs.media.binocularCircle );
		}

		CG_DrawPic( 0, 0, 640, 480, cgs.media.laGogglesMask );
	}

 

 

 

Posted

I *think* I found the night vision portion of the goggles here:

 

SP Vanilla Renderer

 

 

void RE_LAGoggles( void )
{
	tr.refdef.rdflags |= (RDF_doLAGoggles|RDF_doFullbright);
	tr.refdef.doLAGoggles = qtrue;

	fog_t		*fog = &tr.world->fogs[tr.world->numfogs];

	fog->parms.color[0] = 0.75;
	fog->parms.color[1] = 0.42f + random() * 0.025f;
	fog->parms.color[2] = 0.07f;
	fog->parms.depthForOpaque = 10000;
	fog->colorInt = ColorBytes4(fog->parms.color[0], fog->parms.color[1], fog->parms.color[2], 1.0f);
	fog->tcScale = 2.0f / ( fog->parms.depthForOpaque * (1.0f + cos( tr.refdef.floatTime) * 0.1f));
} 

 

 

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