ACE3/addons/nightvision/functions/fnc_pfeh.sqf
PabstMirror a3aef6a066
General - Cleanup spaces in macros (#9769)
Co-authored-by: LinkIsGrim <salluci.lovi@gmail.com>
2024-02-05 14:04:24 -03:00

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9.3 KiB
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#include "..\script_component.hpp"
/*
* Author: Dslyecxi, PabstMirror
* PFEH to handle refreshing effects.
* Updates UI scale on every frame, effects are updated less often.
*
* Arguments:
* 1: PFEH ID <NUMBER>
*
* Return Value:
* None
*
* Example:
* [[], 1] call ace_nightvision_fnc_pfeh
*
* Public: No
*/
private _unit = ACE_player;
if (currentVisionMode _unit != 1) exitWith {
GVAR(running) = false;
[false] call FUNC(setupDisplayEffects);
[GVAR(PFID)] call CBA_fnc_removePerFrameHandler;
GVAR(PFID) = -1;
(missionNamespace getVariable [QGVAR(firedEHs), []]) params [["_firedPlayerID", -1], ["_firedPlayerVehicleID", -1]];
TRACE_2("removing fired EHs",_firedPlayerID,_firedPlayerVehicleID);
["ace_firedPlayer", _firedPlayerID] call CBA_fnc_removeEventHandler;
["ace_firedPlayerVehicle", _firedPlayerVehicleID] call CBA_fnc_removeEventHandler;
};
if (EGVAR(common,OldIsCamera)) exitWith {
if (GVAR(running)) then {
TRACE_2("pausing NVG for scripted camera",alive _unit,EGVAR(common,OldIsCamera));
GVAR(running) = false;
[false] call FUNC(setupDisplayEffects);
};
};
if (!GVAR(running)) then {
TRACE_1("Un-Pausing",GVAR(paused));
GVAR(running) = true;
[true] call FUNC(setupDisplayEffects);
[] call FUNC(refreshGoggleType);
};
// Scale Border / Hex
BEGIN_COUNTER(borderScaling);
private _scale = (call EFUNC(common,getZoom)) * 1.12513;
if (GVAR(defaultPositionBorder) isNotEqualTo []) then {
// Prevents issues when "zooming out" on ultra wide monitors - The square mask would be narrower than the screen
if ((GVAR(defaultPositionBorder) select 2) * _scale < safeZoneW) then {
_scale = safeZoneW / (GVAR(defaultPositionBorder) select 2);
};
[(uiNamespace getVariable QGVAR(titleDisplay)) displayCtrl 1000, GVAR(defaultPositionHex), _scale] call FUNC(scaleCtrl);
[(uiNamespace getVariable QGVAR(titleDisplay)) displayCtrl 1001, GVAR(defaultPositionBorder), _scale] call FUNC(scaleCtrl);
// Fade out hexes with high zoom (optics are doing the magnifying, not the player "focusing in")
((uiNamespace getVariable QGVAR(titleDisplay)) displayCtrl 1000) ctrlSetFade (linearConversion [4, 6, _scale, 0.2, 1, true]);
};
END_COUNTER(borderScaling);
if (IS_MAGNIFIED isNotEqualTo GVAR(isUsingMagnification)) then {
GVAR(isUsingMagnification) = IS_MAGNIFIED;
GVAR(nextEffectsUpdate) = -1;
};
if (CBA_missionTime < GVAR(nextEffectsUpdate)) then {
// Update radial blur as it depends on zoom level, so should be changed each frame like the border/hex
if (GVAR(ppeffectRadialBlur) != -1) then {
GVAR(ppeffectRadialBlur) ppEffectAdjust [.005, .005, _scale * GVAR(nvgBlurRadius), _scale * .16];
GVAR(ppeffectRadialBlur) ppEffectCommit 0;
};
// Need to rapidly update fog or it will try to resync from the server
if (GVAR(fogScaling) > 0) then {
0 setFog GVAR(nvgFog);
};
} else {
// Redo full effects less often
BEGIN_COUNTER(updateAllEffects);
GVAR(nextEffectsUpdate) = CBA_missionTime + 5;
// Detecting the efficiency of the nightvision.
private _lightFinal = 0 max (moonIntensity - ((overcast * .8) min .275) - (rain * .5));
private _effectiveLight = _lightFinal * linearConversion [1, 3, GVAR(nvgGeneration), 0.25, 1];
private _effectMod = linearConversion [1, 3, GVAR(nvgGeneration), 1.5, 1];
// This has become a little weird. Basically means that lightfinal is unlikely to reach zero with any moon in the sky
// buuut it just so happens that setting it like this means that the lighting progression from clear -> cloudy -> rainy works particularly well.
private _grainFinal = linearConversion [1, 0, _effectiveLight, ST_NVG_GRAIN_MIN, ST_NVG_GRAIN_MAX, true];
private _blurFinal = _effectMod *_effectMod * linearConversion [1, 0, _effectiveLight, ST_NVG_BLUR_MIN, ST_NVG_BLUR_MAX, true];
private _brightFinal = linearConversion [0, 1, _effectiveLight, ST_NVG_BRIGHT_MIN, ST_NVG_BRIGHT_MAX, true];
private _contrastFinal = linearConversion [0, 1, _effectiveLight, ST_NVG_CONTRAST_MIN, ST_NVG_CONTRAST_MAX, true];
private _grainIntensityFinal = _effectMod * linearConversion [1, 0, _effectiveLight, ST_NVG_NOISEINTENSITY_MIN, ST_NVG_NOISEINTENSITY_MAX, true];
private _noiseSharpnessFinal = linearConversion [1, 0, _effectiveLight, ST_NVG_NOISESHARPNESS_MIN, ST_NVG_NOISESHARPNESS_MAX, true];
private _fogApply = linearConversion [0, 1, _effectiveLight, ST_NVG_MAXFOG, ST_NVG_MINFOG, true];
// Modify blur if looking down scope
if (cameraView == "GUNNER" && {[_unit] call CBA_fnc_canUseWeapon && {!GVAR(isUsingMagnification)}}) then {
private _weapon = currentWeapon _unit;
if (_weapon == "") exitWith {};
if (_weapon == primaryWeapon _unit) exitWith {_blurFinal = _blurFinal * linearConversion [0, 1, GVAR(aimDownSightsBlur), 1, ST_NVG_CAMERA_BLUR_SIGHTS_RIFLE]}; // Rifles are bad
if (_weapon == handgunWeapon _unit) exitWith {_blurFinal = _blurFinal * linearConversion [0, 1, GVAR(aimDownSightsBlur), 1, ST_NVG_CAMERA_BLUR_SIGHTS_PISTOL]}; // Pistols aren't so bad
};
// Scale general effects based on ace_nightvision_effectScaling setting
private _radialBlurPower = 0.0025 * GVAR(effectScaling);
_brightFinal = linearConversion [0, 1, GVAR(effectScaling), 1, _brightFinal];
_contrastFinal = linearConversion [0, 1, GVAR(effectScaling), 1, _contrastFinal];
// Add adjusted NVG brightness
private _playerBrightSetting = _unit getVariable [QGVAR(NVGBrightness), 0];
_brightFinal = _brightFinal + (_playerBrightSetting / 20);
// Scale grain effects based on ace_nightvision_noiseScaling setting
_grainIntensityFinal = _grainIntensityFinal * GVAR(noiseScaling);
_noiseSharpnessFinal = linearConversion [0, 1, GVAR(noiseScaling), 2.5, _noiseSharpnessFinal];
// Setup all effects
// This is hacky but... works. This prevents the effects from being cancelled by various things - alt-tabbing, resizing, going into AT sights, etc. A nicer method would be welcome but I don't have time to spend on it. TODO.
// FilmGrain - Electronic Noise
// Params: [intensity(0..1), sharpness(0..20), grainsize(1..8), intensityX0, intensityX1, monochromatic(bool)]
GVAR(ppeffectGrain) = ppEffectCreate ["FilmGrain", 200];
GVAR(ppeffectGrain) ppEffectAdjust [_grainIntensityFinal, _noiseSharpnessFinal, _grainFinal, 0.3, 0.3];
// OldNVG: [0.25, 2.5, 2.5, _grainSetting, _grainSetting, false]
GVAR(ppeffectGrain) ppEffectCommit 0;
GVAR(ppeffectGrain) ppEffectForceInNVG true;
GVAR(ppeffectGrain) ppEffectEnable true;
// RadialBlur - Blurs closer to the edge nvg border (radius based on GVAR(bluRadius) config; e.g. larger for quadtube)
// Note: "Will not do anything if RADIAL BLUR is disabled in Video Options." - So should try to keep this effect to a minimum to prevent balance issues
// Params: [powerX, powerY, offsetX, offsetY]
if (GVAR(nvgBlurRadius) != -1) then {
GVAR(ppeffectRadialBlur) = ppEffectCreate ["RadialBlur", 451];
GVAR(ppeffectRadialBlur) ppEffectAdjust [_radialBlurPower, _radialBlurPower, _scale * GVAR(nvgBlurRadius), _scale * .16];
GVAR(ppeffectRadialBlur) ppEffectCommit 0;
GVAR(ppeffectRadialBlur) ppEffectForceInNVG true;
GVAR(ppeffectRadialBlur) ppEffectEnable true;
};
// ColorCorrections - Changes brightness, contrast and "green" color of nvg
// Params: [brightness(0..2), contrast(0..inf), offset(-x..+x), blendArray, colorizeArray, weightArray]
GVAR(ppeffectColorCorrect) = ppEffectCreate ["ColorCorrections", 2003];
GVAR(ppeffectColorCorrect) ppEffectAdjust [_brightFinal, _contrastFinal, GVAR(nvgOffset), GVAR(nvgBlend), GVAR(nvgColorize), GVAR(nvgWeight)];
GVAR(ppeffectColorCorrect) ppEffectCommit 0;
GVAR(ppeffectColorCorrect) ppEffectForceInNVG true;
GVAR(ppeffectColorCorrect) ppEffectEnable true;
// DynamicBlur - Increases overall screen blur when aiming down sights (which would be hard/impossible with NVG)
// Params: [value(0..inf)]
GVAR(ppeffectBlur) = ppEffectCreate ["DynamicBlur", 190];
GVAR(ppeffectBlur) ppEffectAdjust [_blurFinal];
GVAR(ppeffectBlur) ppEffectCommit 0;
GVAR(ppeffectBlur) ppEffectForceInNVG true;
GVAR(ppeffectBlur) ppEffectEnable true;
// Modify local fog:
if (GVAR(fogScaling) > 0) then {
private _vehicle = vehicle _unit;
if (_vehicle != _unit && {_vehicle isKindOf "Air"}) then { // For flying in particular, can refine nicer later.
_fogApply = _fogApply * ST_NVG_AIR_FOG_MULTIPLIER;
};
_fogApply = linearConversion [0, 1, GVAR(priorFog) select 0, (GVAR(fogScaling) * _fogApply), 1]; // mix in old fog if present
GVAR(nvgFog) = [_fogApply, 0, 0];
0 setFog GVAR(nvgFog)
};
#ifdef DEBUG_MODE_FULL
private _aceAmbient = [] call EFUNC(common,ambientBrightness);
hintSilent format [
"EffectiveLight %1\nLight: %2\nACE Ambient: %3\nBrightness: %4\nContrast: %5\nGrain: %6\nBlur: %7\nFog: %8\nScaling %9",
_effectiveLight,
_lightFinal,
_aceAmbient,
_brightFinal,
_contrastFinal,
[_grainIntensityFinal, _noiseSharpnessFinal, _grainFinal],
_blurFinal,
_fogApply,
[GVAR(effectScaling), GVAR(fogScaling), GVAR(noiseScaling)]
];
#endif
END_COUNTER(updateAllEffects);
};