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a4258f3587
* Viewports * Support mem-points * Update CfgVehicles.hpp * Add some docs * Cleanup Debugging * Update addons/viewports/dev/debugPoints.sqf Co-authored-by: Dystopian <sddex@ya.ru> * Update addons/viewports/dev/debugPoints.sqf Co-authored-by: Dystopian <sddex@ya.ru> * Update addons/viewports/functions/fnc_eachFrame.sqf Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com> * configProperties / 3den macro * Update viewports-framework.md * Update viewports-framework.md * Add compats for rhs btrs * Update addons/viewports/dev/debugPoints.sqf Co-authored-by: Drofseh <Drofseh@users.noreply.github.com> Co-authored-by: Dystopian <sddex@ya.ru> Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com> Co-authored-by: Drofseh <Drofseh@users.noreply.github.com>
130 lines
5.7 KiB
Plaintext
130 lines
5.7 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: PabstMirror
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* Creates a viewport display and camera
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*
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* Arguments:
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* 0: Vehicle <OBJECT>
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* 1: Viewport <ARRAY>
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* 2: Player's vision mode <NUMBER>
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*
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* Return Value:
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* None
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*
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* Example:
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* [...] call ace_viewports_fnc_viewCreate
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*
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* Public: No
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*/
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params ["_vehicle", "_viewport", "_visionMode"];
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_viewport params ["_name", "_type", "_camLocation", "_camAttach"];
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TRACE_5("camCreate",_vehicle,_name,_type,_camLocation,_camAttach);
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private _usingGoggles = _visionMode > 0;
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if (_camLocation isEqualType "") then {
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_camLocation = _vehicle selectionPosition [_camLocation, "Memory"];
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if (_camLocation isEqualTo [0,0,0]) then { WARNING_2("probably bad cam location %1:%2",typeOf _vehicle,_viewport); }
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};
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// Create Cam and attach it to vic
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GVAR(camera) = "camera" camCreate getPos _vehicle;
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if (_camAttach isEqualType 0) then {
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// number - Static attach and set const direction
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GVAR(camera) attachTo [_vehicle, _camLocation];
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GVAR(camera) setDir _camAttach; // could do pitch as well, but probably not needed
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} else {
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// array - Turret path, get gunner optic mem and bone-attach to it
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private _turretConfig = [_vehicle, _camAttach] call CBA_fnc_getTurret;
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private _memoryPointGunnerOptics = getText(_turretConfig >> "memoryPointGunnerOptics");
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GVAR(camera) attachTo [_vehicle, _camLocation, _memoryPointGunnerOptics, true];
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};
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// Setup r2texture
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GVAR(camera) cameraEffect ["INTERNAL", "BACK", QGVAR(pip0)];
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private _renderTexture = format ["#(argb,512,512,1)r2t(%1,1)", QGVAR(pip0)];
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// Create blank display
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QGVAR(display) cutRsc [QGVAR(display), "PLAIN", 0, false];
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private _display = uiNamespace getVariable [QGVAR(display), displayNull];
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// R2T aspect ratio parameter has no effect - it will match main video AR
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// better to have ui elements squashed than to squash the R2T
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private _screenAR = getResolution select 4;
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private _camEffect = [0];
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private _camFov = 0.75;
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switch (true) do {
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case (_type == "screen"): {
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// Generic "Squad Leader's Display" monitor showing turret cam
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private _desiredAR = 1.25;
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private _stretch = (_desiredAR / _screenAR) max 0.8 min 1.25; // define max stretch factor of pip texture (don't stretch more or less than this)
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private _viewHeight = 0.3 * safeZoneH;
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private _viewWidth = _stretch * _viewHeight * _screenAR / 1.3333333333333;
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private _ctrlRender = _display ctrlCreate ["RscPicture", -1];
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_ctrlRender ctrlSetText _renderTexture;
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_ctrlRender ctrlSetPosition [safezoneX + 0.5 * safezoneW - 0.5 * _viewWidth, safezoneY + 0.5 * safeZoneH - 0.5 * _viewHeight, _viewWidth, _viewHeight];
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_ctrlRender ctrlCommit 0;
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private _ctrlOverlay = _display ctrlCreate ["RscPicture", -1];
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_ctrlOverlay ctrlSetText "\a3\weapons_f\reticle\data\optika_tv_ca.paa";
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_ctrlOverlay ctrlSetPosition [safezoneX + 0.5 * safezoneW - 0.5 * _viewWidth, safezoneY + 0.5 * safeZoneH - 0.5 * _viewHeight, _viewWidth, _viewHeight];
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_ctrlOverlay ctrlCommit 0;
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if (_usingGoggles) then {
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// Screen will be out of focus, too bright and not in IR; should be almost impossible to see anything useful
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_camEffect = [3,1,1,0.1,0,[0,0,0,0],[1,1,1,0],[1,1,1,1]];
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private _ctrlNVG = _display ctrlCreate ["RscPicture", -1];
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_ctrlNVG ctrlSetText "#(argb,8,8,3)color(1,1,0.6,0.9)";
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_ctrlNVG ctrlSetPosition [safezoneX + 0.5 * safezoneW - 0.5 * _viewWidth, safezoneY + 0.5 * safeZoneH - 0.5 * _viewHeight, _viewWidth, _viewHeight];
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_ctrlNVG ctrlCommit 0;
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} else {
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_camEffect = [0]; // 2.08's currentVisionMode change could allow matching real turret's vision mode
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};
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_camFov = 0.25;
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};
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default {
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// Generic periscope viewport
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private _desiredAR = 3;
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private _stretch = (_desiredAR / _screenAR) max 0.8 min 1.25; // define max stretch factor of pip texture
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private _viewHeight = 0.3 * safeZoneH;
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if (_usingGoggles) then {
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_camEffect = [_visionMode]; // pass-thru
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// _camEffect = [3, true, 0.747773,0.791092,0,[0,0,0,0],[1.3,1.2,0,0.9],[6,1,1,0]];
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// Some periscope glass is IR Laser Safe (~1064nm) which is close to same wavelength as NVGs
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// And cannot apply nvg and ace_nightvision effects to pip at same time, so just make it small and shitty...
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_viewHeight = 0.45 * _viewHeight;
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};
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private _viewWidth = _stretch * _viewHeight * _screenAR / 1.3333333333333;
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private _ctrlRender = _display ctrlCreate ["RscPicture", -1];
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_ctrlRender ctrlSetText _renderTexture;
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_ctrlRender ctrlSetPosition [safezoneX + 0.5 * safezoneW - 0.5 * _viewWidth, safezoneY + 0.5 * safeZoneH - 0.5 * _viewHeight, _viewWidth, _viewHeight];
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_ctrlRender ctrlCommit 0;
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if (_usingGoggles) then {
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// Roughly try to color match ace_nvg, and make it semi-opaque
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private _ctrlNVG = _display ctrlCreate ["RscPicture", -1];
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_ctrlNVG ctrlSetText "#(argb,8,8,3)color(0.25,0.2,0.05,0.75)";
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_ctrlNVG ctrlSetPosition [safezoneX + 0.5 * safezoneW - 0.5 * _viewWidth, safezoneY + 0.5 * safeZoneH - 0.5 * _viewHeight, _viewWidth, _viewHeight];
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_ctrlNVG ctrlCommit 0;
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};
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private _ctrlOverlay = _display ctrlCreate ["RscPicture", -1];
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_ctrlOverlay ctrlSetText QPATHTOF(data\optic_window_ca.paa);
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_ctrlOverlay ctrlSetPosition [safezoneX + 0.5 * safezoneW - 0.5 * _viewWidth, safezoneY + 0.5 * safeZoneH - 0.5 * _viewHeight, _viewWidth, _viewHeight];
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_ctrlOverlay ctrlCommit 0;
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};
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};
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GVAR(camera) camSetFov _camFov;
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QGVAR(pip0) setPiPEffect _camEffect;
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GVAR(camera) camCommit 0;
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