mirror of
https://github.com/dhewm/dhewm3-sdk.git
synced 2024-11-22 04:31:15 +00:00
c7c187e4dc
Excluding 3rd party files.
447 lines
12 KiB
C++
447 lines
12 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
Doom 3 GPL Source Code
|
|
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
|
|
|
|
Doom 3 Source Code 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 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
|
|
|
|
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
#include "../idlib/precompiled.h"
|
|
#pragma hdrstop
|
|
|
|
#include "Game_local.h"
|
|
|
|
static const char *smokeParticle_SnapshotName = "_SmokeParticle_Snapshot_";
|
|
|
|
/*
|
|
================
|
|
idSmokeParticles::idSmokeParticles
|
|
================
|
|
*/
|
|
idSmokeParticles::idSmokeParticles( void ) {
|
|
initialized = false;
|
|
memset( &renderEntity, 0, sizeof( renderEntity ) );
|
|
renderEntityHandle = -1;
|
|
memset( smokes, 0, sizeof( smokes ) );
|
|
freeSmokes = NULL;
|
|
numActiveSmokes = 0;
|
|
currentParticleTime = -1;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSmokeParticles::Init
|
|
================
|
|
*/
|
|
void idSmokeParticles::Init( void ) {
|
|
if ( initialized ) {
|
|
Shutdown();
|
|
}
|
|
|
|
// set up the free list
|
|
for ( int i = 0; i < MAX_SMOKE_PARTICLES-1; i++ ) {
|
|
smokes[i].next = &smokes[i+1];
|
|
}
|
|
smokes[MAX_SMOKE_PARTICLES-1].next = NULL;
|
|
freeSmokes = &smokes[0];
|
|
numActiveSmokes = 0;
|
|
|
|
activeStages.Clear();
|
|
|
|
memset( &renderEntity, 0, sizeof( renderEntity ) );
|
|
|
|
renderEntity.bounds.Clear();
|
|
renderEntity.axis = mat3_identity;
|
|
renderEntity.shaderParms[ SHADERPARM_RED ] = 1;
|
|
renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1;
|
|
renderEntity.shaderParms[ SHADERPARM_BLUE ] = 1;
|
|
renderEntity.shaderParms[3] = 1;
|
|
|
|
renderEntity.hModel = renderModelManager->AllocModel();
|
|
renderEntity.hModel->InitEmpty( smokeParticle_SnapshotName );
|
|
|
|
// we certainly don't want particle shadows
|
|
renderEntity.noShadow = 1;
|
|
|
|
// huge bounds, so it will be present in every world area
|
|
renderEntity.bounds.AddPoint( idVec3(-100000, -100000, -100000) );
|
|
renderEntity.bounds.AddPoint( idVec3( 100000, 100000, 100000) );
|
|
|
|
renderEntity.callback = idSmokeParticles::ModelCallback;
|
|
// add to renderer list
|
|
renderEntityHandle = gameRenderWorld->AddEntityDef( &renderEntity );
|
|
|
|
currentParticleTime = -1;
|
|
|
|
initialized = true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSmokeParticles::Shutdown
|
|
================
|
|
*/
|
|
void idSmokeParticles::Shutdown( void ) {
|
|
// make sure the render entity is freed before the model is freed
|
|
if ( renderEntityHandle != -1 ) {
|
|
gameRenderWorld->FreeEntityDef( renderEntityHandle );
|
|
renderEntityHandle = -1;
|
|
}
|
|
if ( renderEntity.hModel != NULL ) {
|
|
renderModelManager->FreeModel( renderEntity.hModel );
|
|
renderEntity.hModel = NULL;
|
|
}
|
|
initialized = false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSmokeParticles::FreeSmokes
|
|
================
|
|
*/
|
|
void idSmokeParticles::FreeSmokes( void ) {
|
|
for ( int activeStageNum = 0; activeStageNum < activeStages.Num(); activeStageNum++ ) {
|
|
singleSmoke_t *smoke, *next, *last;
|
|
|
|
activeSmokeStage_t *active = &activeStages[activeStageNum];
|
|
const idParticleStage *stage = active->stage;
|
|
|
|
for ( last = NULL, smoke = active->smokes; smoke; smoke = next ) {
|
|
next = smoke->next;
|
|
|
|
#ifdef _D3XP
|
|
float frac;
|
|
|
|
if ( smoke->timeGroup ) {
|
|
frac = (float)( gameLocal.fast.time - smoke->privateStartTime ) / ( stage->particleLife * 1000 );
|
|
}
|
|
else {
|
|
frac = (float)( gameLocal.slow.time - smoke->privateStartTime ) / ( stage->particleLife * 1000 );
|
|
}
|
|
#else
|
|
float frac = (float)( gameLocal.time - smoke->privateStartTime ) / ( stage->particleLife * 1000 );
|
|
#endif
|
|
if ( frac >= 1.0f ) {
|
|
// remove the particle from the stage list
|
|
if ( last != NULL ) {
|
|
last->next = smoke->next;
|
|
} else {
|
|
active->smokes = smoke->next;
|
|
}
|
|
// put the particle on the free list
|
|
smoke->next = freeSmokes;
|
|
freeSmokes = smoke;
|
|
numActiveSmokes--;
|
|
continue;
|
|
}
|
|
|
|
last = smoke;
|
|
}
|
|
|
|
if ( !active->smokes ) {
|
|
// remove this from the activeStages list
|
|
activeStages.RemoveIndex( activeStageNum );
|
|
activeStageNum--;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSmokeParticles::EmitSmoke
|
|
|
|
Called by game code to drop another particle into the list
|
|
================
|
|
*/
|
|
bool idSmokeParticles::EmitSmoke( const idDeclParticle *smoke, const int systemStartTime, const float diversity, const idVec3 &origin, const idMat3 &axis, int timeGroup /*_D3XP*/ ) {
|
|
bool continues = false;
|
|
#ifdef _D3XP
|
|
SetTimeState ts( timeGroup );
|
|
#endif
|
|
|
|
if ( !smoke ) {
|
|
return false;
|
|
}
|
|
|
|
if ( !gameLocal.isNewFrame ) {
|
|
return false;
|
|
}
|
|
|
|
// dedicated doesn't smoke. No UpdateRenderEntity, so they would not be freed
|
|
if ( gameLocal.localClientNum < 0 ) {
|
|
return false;
|
|
}
|
|
|
|
assert( gameLocal.time == 0 || systemStartTime <= gameLocal.time );
|
|
if ( systemStartTime > gameLocal.time ) {
|
|
return false;
|
|
}
|
|
|
|
idRandom steppingRandom( 0xffff * diversity );
|
|
|
|
// for each stage in the smoke that is still emitting particles, emit a new singleSmoke_t
|
|
for ( int stageNum = 0; stageNum < smoke->stages.Num(); stageNum++ ) {
|
|
const idParticleStage *stage = smoke->stages[stageNum];
|
|
|
|
if ( !stage->cycleMsec ) {
|
|
continue;
|
|
}
|
|
|
|
if ( !stage->material ) {
|
|
continue;
|
|
}
|
|
|
|
if ( stage->particleLife <= 0 ) {
|
|
continue;
|
|
}
|
|
|
|
// see how many particles we should emit this tic
|
|
// FIXME: smoke.privateStartTime += stage->timeOffset;
|
|
int finalParticleTime = stage->cycleMsec * stage->spawnBunching;
|
|
int deltaMsec = gameLocal.time - systemStartTime;
|
|
|
|
int nowCount, prevCount;
|
|
if ( finalParticleTime == 0 ) {
|
|
// if spawnBunching is 0, they will all come out at once
|
|
if ( gameLocal.time == systemStartTime ) {
|
|
prevCount = -1;
|
|
nowCount = stage->totalParticles-1;
|
|
} else {
|
|
prevCount = stage->totalParticles;
|
|
}
|
|
} else {
|
|
nowCount = floor( ( (float)deltaMsec / finalParticleTime ) * stage->totalParticles );
|
|
if ( nowCount >= stage->totalParticles ) {
|
|
nowCount = stage->totalParticles-1;
|
|
}
|
|
prevCount = floor( ((float)( deltaMsec - gameLocal.msec /*_D3XP - FIX - was USERCMD_MSEC*/ ) / finalParticleTime) * stage->totalParticles );
|
|
if ( prevCount < -1 ) {
|
|
prevCount = -1;
|
|
}
|
|
}
|
|
|
|
if ( prevCount >= stage->totalParticles ) {
|
|
// no more particles from this stage
|
|
continue;
|
|
}
|
|
|
|
if ( nowCount < stage->totalParticles-1 ) {
|
|
// the system will need to emit particles next frame as well
|
|
continues = true;
|
|
}
|
|
|
|
// find an activeSmokeStage that matches this
|
|
activeSmokeStage_t *active;
|
|
int i;
|
|
for ( i = 0 ; i < activeStages.Num() ; i++ ) {
|
|
active = &activeStages[i];
|
|
if ( active->stage == stage ) {
|
|
break;
|
|
}
|
|
}
|
|
if ( i == activeStages.Num() ) {
|
|
// add a new one
|
|
activeSmokeStage_t newActive;
|
|
|
|
newActive.smokes = NULL;
|
|
newActive.stage = stage;
|
|
i = activeStages.Append( newActive );
|
|
active = &activeStages[i];
|
|
}
|
|
|
|
// add all the required particles
|
|
for ( prevCount++ ; prevCount <= nowCount ; prevCount++ ) {
|
|
if ( !freeSmokes ) {
|
|
gameLocal.Printf( "idSmokeParticles::EmitSmoke: no free smokes with %d active stages\n", activeStages.Num() );
|
|
return true;
|
|
}
|
|
singleSmoke_t *newSmoke = freeSmokes;
|
|
freeSmokes = freeSmokes->next;
|
|
numActiveSmokes++;
|
|
|
|
#ifdef _D3XP
|
|
newSmoke->timeGroup = timeGroup;
|
|
#endif
|
|
newSmoke->index = prevCount;
|
|
newSmoke->axis = axis;
|
|
newSmoke->origin = origin;
|
|
newSmoke->random = steppingRandom;
|
|
newSmoke->privateStartTime = systemStartTime + prevCount * finalParticleTime / stage->totalParticles;
|
|
newSmoke->next = active->smokes;
|
|
active->smokes = newSmoke;
|
|
|
|
steppingRandom.RandomInt(); // advance the random
|
|
}
|
|
}
|
|
|
|
return continues;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSmokeParticles::UpdateRenderEntity
|
|
================
|
|
*/
|
|
bool idSmokeParticles::UpdateRenderEntity( renderEntity_s *renderEntity, const renderView_t *renderView ) {
|
|
|
|
// FIXME: re-use model surfaces
|
|
renderEntity->hModel->InitEmpty( smokeParticle_SnapshotName );
|
|
|
|
// this may be triggered by a model trace or other non-view related source,
|
|
// to which we should look like an empty model
|
|
if ( !renderView ) {
|
|
return false;
|
|
}
|
|
|
|
// don't regenerate it if it is current
|
|
if ( renderView->time == currentParticleTime && !renderView->forceUpdate ) {
|
|
return false;
|
|
}
|
|
currentParticleTime = renderView->time;
|
|
|
|
particleGen_t g;
|
|
|
|
g.renderEnt = renderEntity;
|
|
g.renderView = renderView;
|
|
|
|
for ( int activeStageNum = 0; activeStageNum < activeStages.Num(); activeStageNum++ ) {
|
|
singleSmoke_t *smoke, *next, *last;
|
|
|
|
activeSmokeStage_t *active = &activeStages[activeStageNum];
|
|
const idParticleStage *stage = active->stage;
|
|
|
|
if ( !stage->material ) {
|
|
continue;
|
|
}
|
|
|
|
// allocate a srfTriangles that can hold all the particles
|
|
int count = 0;
|
|
for ( smoke = active->smokes; smoke; smoke = smoke->next ) {
|
|
count++;
|
|
}
|
|
int quads = count * stage->NumQuadsPerParticle();
|
|
srfTriangles_t *tri = renderEntity->hModel->AllocSurfaceTriangles( quads * 4, quads * 6 );
|
|
tri->numIndexes = quads * 6;
|
|
tri->numVerts = quads * 4;
|
|
|
|
// just always draw the particles
|
|
tri->bounds[0][0] =
|
|
tri->bounds[0][1] =
|
|
tri->bounds[0][2] = -99999;
|
|
tri->bounds[1][0] =
|
|
tri->bounds[1][1] =
|
|
tri->bounds[1][2] = 99999;
|
|
|
|
tri->numVerts = 0;
|
|
for ( last = NULL, smoke = active->smokes; smoke; smoke = next ) {
|
|
next = smoke->next;
|
|
|
|
#ifdef _D3XP
|
|
if ( smoke->timeGroup ) {
|
|
g.frac = (float)( gameLocal.fast.time - smoke->privateStartTime ) / (stage->particleLife * 1000);
|
|
}
|
|
else {
|
|
g.frac = (float)( gameLocal.time - smoke->privateStartTime ) / (stage->particleLife * 1000);
|
|
}
|
|
#else
|
|
g.frac = (float)( gameLocal.time - smoke->privateStartTime ) / (stage->particleLife * 1000);
|
|
#endif
|
|
if ( g.frac >= 1.0f ) {
|
|
// remove the particle from the stage list
|
|
if ( last != NULL ) {
|
|
last->next = smoke->next;
|
|
} else {
|
|
active->smokes = smoke->next;
|
|
}
|
|
// put the particle on the free list
|
|
smoke->next = freeSmokes;
|
|
freeSmokes = smoke;
|
|
numActiveSmokes--;
|
|
continue;
|
|
}
|
|
|
|
g.index = smoke->index;
|
|
g.random = smoke->random;
|
|
|
|
g.origin = smoke->origin;
|
|
g.axis = smoke->axis;
|
|
|
|
g.originalRandom = g.random;
|
|
g.age = g.frac * stage->particleLife;
|
|
|
|
tri->numVerts += stage->CreateParticle( &g, tri->verts + tri->numVerts );
|
|
|
|
last = smoke;
|
|
}
|
|
if ( tri->numVerts > quads * 4 ) {
|
|
gameLocal.Error( "idSmokeParticles::UpdateRenderEntity: miscounted verts" );
|
|
}
|
|
|
|
if ( tri->numVerts == 0 ) {
|
|
|
|
// they were all removed
|
|
renderEntity->hModel->FreeSurfaceTriangles( tri );
|
|
|
|
if ( !active->smokes ) {
|
|
// remove this from the activeStages list
|
|
activeStages.RemoveIndex( activeStageNum );
|
|
activeStageNum--;
|
|
}
|
|
} else {
|
|
// build the index list
|
|
int indexes = 0;
|
|
for ( int i = 0 ; i < tri->numVerts ; i += 4 ) {
|
|
tri->indexes[indexes+0] = i;
|
|
tri->indexes[indexes+1] = i+2;
|
|
tri->indexes[indexes+2] = i+3;
|
|
tri->indexes[indexes+3] = i;
|
|
tri->indexes[indexes+4] = i+3;
|
|
tri->indexes[indexes+5] = i+1;
|
|
indexes += 6;
|
|
}
|
|
tri->numIndexes = indexes;
|
|
|
|
modelSurface_t surf;
|
|
surf.geometry = tri;
|
|
surf.shader = stage->material;
|
|
surf.id = 0;
|
|
|
|
renderEntity->hModel->AddSurface( surf );
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSmokeParticles::ModelCallback
|
|
================
|
|
*/
|
|
bool idSmokeParticles::ModelCallback( renderEntity_s *renderEntity, const renderView_t *renderView ) {
|
|
// update the particles
|
|
if ( gameLocal.smokeParticles ) {
|
|
return gameLocal.smokeParticles->UpdateRenderEntity( renderEntity, renderView );
|
|
}
|
|
|
|
return true;
|
|
}
|