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fteqw/engine/client/r_part.c

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program 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 2
of the License, or (at your option) any later version.
This program 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 included (GNU.txt) GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "quakedef.h"
#define NUMVERTEXNORMALS 162
float r_avertexnormals[NUMVERTEXNORMALS][3] = {
#include "anorms.h"
};
#include "shader.h"
#include "com_mesh.h"
//FIXME: we're likely going to want to thread the building routine at some point.
//the alias mesh stuff will need some rework as it uses statics inside.
#define DESCSPERSHADER 8
typedef struct
{
int x, y, z; //rebuilt if changed
int key;
model_t *loadingmodel; //needs rebuilding, but wait till this is loaded.
struct
{
shader_t *shader;
mesh_t mesh;
mesh_t *pmesh;
vbo_t vbo;
} soups[64];
size_t numsoups;
} cluttersector_t;
static cluttersector_t cluttersector[3*3*3];
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
cvar_t r_clutter_density = CVARD("r_clutter_density", "0", "Scaler for clutter counts. 0 disables clutter completely.\nClutter requires shaders with 'fte_clutter MODEL SPACING SCALEMIN SCALEMAX ZOFS ANGLEMIN ANGLEMAX' terms");
cvar_t r_clutter_distance = CVARD("r_clutter_distance", "1024", "Distance at which clutter will become invisible."); //should be used by various shaders to fade it out by here
void R_Clutter_Init(void)
{
Cvar_Register(&r_clutter_density, "Ground Clutter");
Cvar_Register(&r_clutter_distance, "Ground Clutter");
}
typedef struct
{
model_t *loadingmodel;
struct clutter_build_ctx_soup_s
{
shader_t *shader;
vecV_t *coord;
vec2_t *texcoord;
vec4_t *colour;
vec3_t *normal;
vec3_t *sdir;
vec3_t *tdir;
index_t *idx;
size_t numverts;
size_t numidx;
size_t maxverts;
size_t maxidx;
} soups[64];
unsigned int numsoups;
float area[DESCSPERSHADER]; //here so it can overflow, so large values with small surfaces actually does something. not evenly perhaps, but not much else we can do
unsigned int x, y, z, w;
} clutter_build_ctx_t;
//to make things repeatable so that people can depend upon placement.
unsigned int R_Clutter_Random(clutter_build_ctx_t *ctx)
{ //ripped from wikipedia (originally called xorshift128)
unsigned int t = ctx->x ^ (ctx->x << 11);
ctx->x = ctx->y; ctx->y = ctx->z; ctx->z = ctx->w;
return ctx->w = ctx->w ^ (ctx->w >> 19) ^ t ^ (t >> 8);
}
float R_Clutter_FRandom(clutter_build_ctx_t *ctx)
{
unsigned int r = R_Clutter_Random(ctx);
return (r & 0xffffff) / (float)0xffffff;
}
static void R_Clutter_Insert_Soup(clutter_build_ctx_t *ctx, shader_t *shader, vecV_t *fte_restrict coord, vec2_t *fte_restrict texcoord, vec3_t *fte_restrict normal, vec3_t *fte_restrict sdir, vec3_t *fte_restrict tdir, vec4_t *fte_restrict colours, size_t numverts, index_t *fte_restrict index, size_t numidx, float scale, vec3_t origin, vec3_t axis[])
{
vec3_t diffuse, ambient, ldir;
float dot;
struct clutter_build_ctx_soup_s *soup = NULL;
size_t i;
shader_t *os = shader;
shader = R_RegisterShader(va("clutter#replace=%s", os->name), SUF_NONE,
"{\n"
"program defaultsprite#MASK=0.666\n"
// "surfaceparm nodlight\n"
"surfaceparm noshadows\n"
// "cull disable\n"
"{\n"
"map $diffuse\n"
"rgbgen vertex\n"
"alphagen vertex\n"
// "alphafunc ge128\n"
"}\n"
"}\n"
);
*shader->defaulttextures = *os->defaulttextures;
for (i = 0, soup = ctx->soups; i < ctx->numsoups; i++, soup++)
{
if (soup->shader == shader)
if (soup->numverts + numverts <= MAX_INDICIES)
break;
}
if (i == ctx->numsoups)
{
if (i == sizeof(ctx->soups)/sizeof(ctx->soups[0]))
return; //too many different shaders or something
soup->shader = shader;
ctx->numsoups++;
}
//inject the indicies
if (soup->numidx + numidx > soup->maxidx)
{
soup->maxidx = (soup->numidx + numidx) * 2;
soup->idx = BZ_Realloc(soup->idx, sizeof(*soup->idx) * soup->maxidx);
}
for (i = 0; i < numidx; i++)
soup->idx[soup->numidx++] = soup->numverts+*index++;
cl.worldmodel->funcs.LightPointValues(cl.worldmodel, origin, diffuse, ambient, ldir);
VectorScale(ambient, 1/255.0, ambient);
VectorScale(diffuse, 1/255.0, diffuse);
//inject the verts
if (soup->numverts + numverts > soup->maxverts)
{
soup->maxverts = (soup->numverts + numverts) * 2;
soup->coord = BZ_Realloc(soup->coord, sizeof(*soup->coord) * soup->maxverts);
soup->texcoord = BZ_Realloc(soup->texcoord, sizeof(*soup->texcoord) * soup->maxverts);
soup->colour = BZ_Realloc(soup->colour, sizeof(*soup->colour) * soup->maxverts);
soup->normal = BZ_Realloc(soup->normal, sizeof(*soup->normal) * soup->maxverts);
soup->sdir = BZ_Realloc(soup->sdir, sizeof(*soup->sdir) * soup->maxverts);
soup->tdir = BZ_Realloc(soup->tdir, sizeof(*soup->tdir) * soup->maxverts);
}
for (i = 0; i < numverts; i++)
{
VectorMA(origin, scale*coord[i][0], axis[0], soup->coord[soup->numverts]);
VectorMA(soup->coord[soup->numverts], scale*coord[i][1], axis[1], soup->coord[soup->numverts]);
VectorMA(soup->coord[soup->numverts], scale*coord[i][2], axis[2], soup->coord[soup->numverts]);
Vector2Copy(texcoord[i], soup->texcoord[soup->numverts]);
VectorMA(vec3_origin, normal[i][0], axis[0], soup->normal[soup->numverts]);
VectorMA(soup->normal[soup->numverts], normal[i][1], axis[1], soup->normal[soup->numverts]);
VectorMA(soup->normal[soup->numverts], normal[i][2], axis[2], soup->normal[soup->numverts]);
VectorMA(vec3_origin, sdir[i][0], axis[0], soup->sdir[soup->numverts]);
VectorMA(soup->sdir[soup->numverts], sdir[i][1], axis[1], soup->sdir[soup->numverts]);
VectorMA(soup->sdir[soup->numverts], sdir[i][2], axis[2], soup->sdir[soup->numverts]);
VectorMA(vec3_origin, tdir[i][0], axis[0], soup->tdir[soup->numverts]);
VectorMA(soup->tdir[soup->numverts], tdir[i][1], axis[1], soup->tdir[soup->numverts]);
VectorMA(soup->tdir[soup->numverts], tdir[i][2], axis[2], soup->tdir[soup->numverts]);
// VectorCopy(ambient, soup->colour[soup->numverts]);
dot = DotProduct(ldir, soup->normal[soup->numverts]);
if (dot < 0)
dot = 0;
VectorMA(ambient, dot, diffuse, soup->colour[soup->numverts]);
if (colours) //most model formats don't have vertex colours
soup->colour[soup->numverts][3] = colours[i][3];
else
soup->colour[soup->numverts][3] = 1;
soup->numverts++;
}
}
static void R_Clutter_Insert_Mesh(clutter_build_ctx_t *ctx, model_t *mod, float scale, vec3_t origin, vec3_t axis[3])
{
mesh_t mesh;
galiasinfo_t *inf;
unsigned int surfnum = 0;
entity_t re;
unsigned int randanim = R_Clutter_Random(ctx);
unsigned int randskin = R_Clutter_Random(ctx);
if (!mod)
return;
if (mod->type == mod_alias)
{
//fill in the parts of the entity_t that Alias_GAliasBuildMesh needs.
memset(&re, 0, sizeof(re));
re.framestate.g[FS_REG].lerpweight[0] = 1;
re.model = mod;
inf = (galiasinfo_t*)Mod_Extradata (mod);
while(inf)
{
galiasskin_t *skins = inf->ofsskins;
win: emulate gamepad thumb axis as buttons. keys: add some extra key names for compat with DP+QS (primarily gamepad buttons). keys: fix a few keys getting mistranslated between engine and qc scancodes. engine menus: remove 16bpp from the video options menu on win8+, as win8 no longer supports anything but rgbx8. pmove: coord size and rounding is now part of the pmove code itself. this fixes truncation issues. r_clutter_density: fix crash from clutter comprising of boneless iqms. gl: added cvars to disable immutable buffers or textures. hopefully these might be usable to work around the issue reported on various geforce 1080s wav: convert ieee wav files to 16bit on load, in case someone tries giving us one of these. vid_srgb: this cvar now uses -1 for the former gamma-only setting. r_viewmodel_quake: new cvar (name comes from quakespasm) that can be used to disable the weird movement of the viewmodel when pitching up or down. nquake: try to block nquake's frogbot's autoexec.cfg, as I keep getting complaints about it fucking over singleplayer games. fs: added -netquake commandline argument that disables the use of the qw/ gamedir. fog: disabled fog on aky surfaces, as it was bugging out in The Wastes. vid: fix some vid_restart/vid_reload issues (which got much worse recently in my attempt to fix a different crash) routing: first attempt at engine-side routing. feature is currently disabled. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5248 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-04-27 16:40:50 +00:00
if (inf->numanimations >= 1)
re.framestate.g[FS_REG].frame[0] = randanim%inf->numanimations;
else
re.framestate.g[FS_REG].frame[0] = 0;
if (skins->numframes)
{
unsigned int frame = randskin%skins->numframes;
Alias_GAliasBuildMesh(&mesh, NULL, inf, surfnum, &re, false);
surfnum++;
//fixme: if shares verts, rewind the verts and don't add more somehow, while being careful with shaders
R_Clutter_Insert_Soup(ctx, skins->frame[frame].shader, mesh.xyz_array, mesh.st_array, mesh.normals_array, mesh.snormals_array, mesh.tnormals_array, mesh.colors4f_array[0], mesh.numvertexes, mesh.indexes, mesh.numindexes, scale, origin, axis);
}
inf = inf->nextsurf;
}
Alias_FlushCache(); //it got built using an entity on the stack, make sure other stuff doesn't get hurt.
}
}
static void R_Clutter_Insert(void *vctx, vec3_t *fte_restrict points, size_t numtris, shader_t *surface)
{
struct shader_clutter_s *clut;
unsigned int obj;
clutter_build_ctx_t *ctx = vctx;
model_t *mod[DESCSPERSHADER];
if (!surface || !surface->clutter)
return; //nothing to do.
//avoid returning on error, so the randomization is dependable when content is still loading.
for (clut = surface->clutter, obj = 0; clut && obj <= DESCSPERSHADER; clut = clut->next, obj++)
{
mod[obj] = Mod_ForName(clut->modelname, MLV_WARN);
if (mod[obj]->loadstate == MLS_LOADING)
{
if (!ctx->loadingmodel)
ctx->loadingmodel = mod[obj];
mod[obj] = NULL;
}
else if (mod[obj]->type != mod_alias)
mod[obj] = NULL;
}
while(numtris-->0)
{
vec3_t xd;
vec3_t yd;
vec3_t zd;
vec3_t norm;
vec3_t axis[3];
vec3_t org, dir;
float dot;
float triarea;
// vec3_t discard;
// unsigned int subimage;
vec_t xm, ym, zm, s;
VectorSubtract(points[1], points[0], xd);
VectorSubtract(points[2], points[0], yd);
VectorSubtract(points[2], points[1], zd);
CrossProduct(yd, xd, norm);
VectorNormalize(norm);
if (norm[2] >= 0.7)
{
//determine area of triangle
xm = Length(xd);
ym = Length(yd);
zm = Length(zd);
s = (xm+ym+zm)/2;
triarea = sqrt(s*(s-xm)*(s-ym)*(s-zm));
for (clut = surface->clutter, obj = 0; clut && obj <= DESCSPERSHADER; clut = clut->next, obj++)
{
float spacing = clut->spacing / r_clutter_density.value;
if (spacing < 1)
spacing = 1;
ctx->area[obj] += triarea;
while (ctx->area[obj] >= spacing)
{
float scale = clut->scalemin + R_Clutter_FRandom(ctx) * (clut->scalemax-clut->scalemin);
ctx->area[obj] -= spacing;
//pick a random spot
xm = R_Clutter_FRandom(ctx)*R_Clutter_FRandom(ctx);
ym = R_Clutter_FRandom(ctx) * (1-xm);
VectorMA(points[0], xm, xd, org);
VectorMA(org, ym, yd, org);
//randomize the direction
dot = clut->anglemin + R_Clutter_FRandom(ctx) * (clut->anglemax-clut->anglemin);
dir[0] = cos(dot);
dir[1] = sin(dot);
dir[2] = 0;
//figure out various directions
dot = -DotProduct(dir, norm);
VectorMA(dir, dot, norm, dir);
VectorNormalize(dir);
VectorCopy(norm, axis[2]);
CrossProduct(axis[2], dir, axis[1]);
CrossProduct(axis[1], axis[2], axis[0]);
VectorMA(org, clut->zofs*scale, axis[2], org);
R_Clutter_Insert_Mesh(ctx, mod[obj], scale, org, axis);
/*
VectorMA(org, r_clutter_size.value/2, dir, vertcoord[numverts]);
VectorMA(org, -(r_clutter_size.value/2), dir, vertcoord[numverts+1]);
VectorMA(vertcoord[numverts], r_clutter_height.value, norm, vertcoord[numverts+2]);
VectorMA(vertcoord[numverts+1], r_clutter_height.value, norm, vertcoord[numverts+3]);
subimage = R_Clutter_Random(ctx);
Vector2Set(texcoord[numverts], subimage%r_clutter_atlaswidth.ival, (subimage/r_clutter_atlaswidth.ival)%r_clutter_atlasheight.ival);
texcoord[numverts][0] *= 1/r_clutter_atlaswidth.value;
texcoord[numverts][1] *= 1/r_clutter_atlasheight.value;
Vector2Set(texcoord[numverts+1], texcoord[numverts][0]+(1/r_clutter_atlaswidth.value), texcoord[numverts][1]);
Vector2Set(texcoord[numverts+2], texcoord[numverts][0] , texcoord[numverts][1]);
Vector2Set(texcoord[numverts+3], texcoord[numverts][0]+(1/r_clutter_atlaswidth.value), texcoord[numverts][1]);
texcoord[numverts+0][1]+=(1/r_clutter_atlasheight.value);
texcoord[numverts+1][1]+=(1/r_clutter_atlasheight.value);
Vector4Set(colours[numverts+0], 1, 1, 1, 1);
VectorMA(org, 1/8.0, norm, org);//push away from the surface to avoid precision issues with lighting on slopes
cl.worldmodel->funcs.LightPointValues(cl.worldmodel, org, colours[numverts+0], discard, discard);
VectorScale(colours[numverts+0], 1/512.0, colours[numverts+0]);
Vector4Copy(colours[numverts+0], colours[numverts+1]);
Vector4Copy(colours[numverts+0], colours[numverts+2]);
Vector4Copy(colours[numverts+1], colours[numverts+3]);
indexes[numidx+0] = numverts+0;
indexes[numidx+1] = numverts+2;
indexes[numidx+2] = numverts+1;
indexes[numidx+3] = numverts+2;
indexes[numidx+4] = numverts+3;
indexes[numidx+5] = numverts+1;
numverts += 4;
numidx += 6;
*/
}
}
}
points += 3;
}
}
void R_Clutter_Emit(batch_t **batches)
{
const float cluttersize = r_clutter_distance.value;
int vx, vy, vz;
int x, y, z, key, i, j;
cluttersector_t *sect;
batch_t *b;
qboolean rebuildlimit = false;
if (!cl.worldmodel || cl.worldmodel->loadstate != MLS_LOADED || r_clutter_density.value <= 0 || (r_refdef.flags & RDF_NOWORLDMODEL))
return;
if (qrenderer != QR_OPENGL && qrenderer != QR_VULKAN) //vbo only!
return;
//rebuild if any of the cvars changes.
key = r_clutter_density.modified + r_clutter_distance.modified;
vx = floor((r_refdef.vieworg[0] / cluttersize));
vy = floor((r_refdef.vieworg[1] / cluttersize));
vz = floor((r_refdef.vieworg[2] / cluttersize));
for (z = vz-1; z <= vz+1; z++)
for (y = vy-1; y <= vy+1; y++)
for (x = vx-1; x <= vx+1; x++)
{
int ix = x%3;
int iy = y%3;
int iz = z%3;
if (ix < 0)
ix += 3;
if (iy < 0)
iy += 3;
if (iz < 0)
iz += 3;
sect = &cluttersector[ix + (iy*3) + (iz*3*3)];
if (sect->loadingmodel && sect->loadingmodel->loadstate != MLS_LOADING)
{
sect->loadingmodel = NULL;
sect->key-=1; //rebuild even if failed, this covers multiple models.
}
if (sect->x != x || sect->y != y || sect->z != z || sect->key != key)
{
vbobctx_t vctx;
clutter_build_ctx_t cctx;
vec3_t org = {x*cluttersize+(cluttersize/2),y*cluttersize+(cluttersize/2),z*cluttersize+(cluttersize/2)};
vec3_t down = {0, 0, -1};
vec3_t forward = {1, 0, 0};
vec3_t right = {0, 1, 0};
if (r_refdef.recurse) //FIXME
continue;
if (rebuildlimit)
continue;
rebuildlimit = true;
sect->x = x;
sect->y = y;
sect->z = z;
sect->key = key;
//make sure any old state is gone
for (i = 0; i < sect->numsoups; i++)
{
BE_VBO_Destroy(&sect->soups[i].vbo.coord, sect->soups[i].vbo.vbomem);
BE_VBO_Destroy(&sect->soups[i].vbo.indicies, sect->soups[i].vbo.ebomem);
}
sect->numsoups = 0;
memset(&cctx, 0, sizeof(cctx));
cctx.x = x;
cctx.y = y;
cctx.z = z;
cctx.w = (sect-cluttersector)+1;
Mod_ClipDecal(cl.worldmodel, org, down, forward, right, cluttersize, 0, 0, R_Clutter_Insert, &cctx);
sect->loadingmodel = cctx.loadingmodel;
for (i = 0; i < cctx.numsoups; i++)
{
if (cctx.soups[i].numverts)
{
sect->soups[sect->numsoups].shader = cctx.soups[i].shader;
sect->soups[sect->numsoups].pmesh = &sect->soups[sect->numsoups].mesh;
BE_VBO_Begin(&vctx, (sizeof(cctx.soups[i].coord[0]) + sizeof(cctx.soups[i].texcoord[0]) + sizeof(cctx.soups[i].colour[0]) + 3*sizeof(vec3_t))*cctx.soups[i].numverts);
BE_VBO_Data(&vctx, cctx.soups[i].coord, sizeof(cctx.soups[i].coord[0])*cctx.soups[i].numverts, &sect->soups[sect->numsoups].vbo.coord);
BE_VBO_Data(&vctx, cctx.soups[i].texcoord, sizeof(cctx.soups[i].texcoord[0])*cctx.soups[i].numverts, &sect->soups[sect->numsoups].vbo.texcoord);
BE_VBO_Data(&vctx, cctx.soups[i].colour, sizeof(cctx.soups[i].colour[0])*cctx.soups[i].numverts, &sect->soups[sect->numsoups].vbo.colours[0]);
BE_VBO_Data(&vctx, cctx.soups[i].normal, sizeof(cctx.soups[i].normal[0])*cctx.soups[i].numverts, &sect->soups[sect->numsoups].vbo.normals);
BE_VBO_Data(&vctx, cctx.soups[i].sdir, sizeof(cctx.soups[i].sdir[0])*cctx.soups[i].numverts, &sect->soups[sect->numsoups].vbo.svector);
BE_VBO_Data(&vctx, cctx.soups[i].tdir, sizeof(cctx.soups[i].tdir[0])*cctx.soups[i].numverts, &sect->soups[sect->numsoups].vbo.tvector);
BE_VBO_Finish(&vctx, cctx.soups[i].idx, sizeof(cctx.soups[i].idx[0])*cctx.soups[i].numidx, &sect->soups[sect->numsoups].vbo.indicies, &sect->soups[sect->numsoups].vbo.vbomem, &sect->soups[sect->numsoups].vbo.ebomem);
sect->soups[sect->numsoups].vbo.colours_bytes = false;
sect->soups[sect->numsoups].mesh.numindexes = sect->soups[sect->numsoups].vbo.indexcount = cctx.soups[i].numidx;
sect->soups[sect->numsoups].mesh.numvertexes = sect->soups[sect->numsoups].vbo.vertcount = cctx.soups[i].numverts;
sect->numsoups++;
}
BZ_Free(cctx.soups[i].coord);
BZ_Free(cctx.soups[i].texcoord);
BZ_Free(cctx.soups[i].colour);
BZ_Free(cctx.soups[i].normal);
BZ_Free(cctx.soups[i].sdir);
BZ_Free(cctx.soups[i].tdir);
BZ_Free(cctx.soups[i].idx);
}
}
//emit a batch if we have grassy surfaces in this block
for (i = 0; i < sect->numsoups; i++)
{
b = BE_GetTempBatch();
if (!b)
return;
memset(b, 0, sizeof(*b));
for (j = 0; j < MAXRLIGHTMAPS; j++)
b->lightmap[j] = -1;
b->ent = &r_worldentity;
b->meshes = 1;
b->mesh = &sect->soups[i].pmesh;
b->vbo = &sect->soups[i].vbo;
b->shader = sect->soups[i].shader;
b->next = batches[b->shader->sort];
batches[b->shader->sort] = b;
}
}
}
void R_Clutter_Purge(void)
{
size_t i, j;
cluttersector_t *sect;
if (!qrenderer)
return;
for (i = 0; i < sizeof(cluttersector)/sizeof(cluttersector[0]); i++)
{
sect = &cluttersector[i];
for (j = 0; j < sect->numsoups; j++)
{
BE_VBO_Destroy(&sect->soups[j].vbo.coord, sect->soups[j].vbo.vbomem);
BE_VBO_Destroy(&sect->soups[j].vbo.indicies, sect->soups[j].vbo.ebomem);
}
memset(sect, 0, sizeof(*sect));
}
}
static void QDECL R_Rockettrail_Callback(struct cvar_s *var, char *oldvalue)
{
int i;
model_t *mod;
extern model_t *mod_known;
extern int mod_numknown;
if (cls.state == ca_disconnected)
return; // don't bother parsing while disconnected
for (i=0 , mod=mod_known ; i<mod_numknown ; i++, mod++)
{
if (mod->loadstate == MLS_LOADED)
if (mod->flags & MF_ROCKET)
P_LoadedModel(mod);
}
}
static void QDECL R_Grenadetrail_Callback(struct cvar_s *var, char *oldvalue)
{
int i;
model_t *mod;
extern model_t *mod_known;
extern int mod_numknown;
if (cls.state == ca_disconnected)
return; // don't bother parsing while disconnected
for (i=0 , mod=mod_known ; i<mod_numknown ; i++, mod++)
{
if (mod->loadstate == MLS_LOADED)
if (mod->flags & MF_GRENADE)
P_LoadedModel(mod);
}
}
extern particleengine_t pe_null;
#ifdef PSET_CLASSIC
extern particleengine_t pe_classic;
#endif
particleengine_t pe_darkplaces;
particleengine_t pe_qmb;
#ifdef PSET_SCRIPT
extern particleengine_t pe_script;
#endif
particleengine_t *particlesystem[] =
{
#ifdef PSET_SCRIPT
&pe_script,
#endif
&pe_darkplaces,
&pe_qmb,
#ifdef PSET_CLASSIC
&pe_classic,
#endif
&pe_null,
NULL,
};
static void QDECL R_ParticleSystem_Callback(struct cvar_s *var, char *oldvalue)
{
int i;
if (pe)
{
CL_ClearTEntParticleState();
CL_ClearLerpEntsParticleState();
#ifdef Q2CLIENT
CLQ2_ClearParticleState();
#endif
pe->ShutdownParticles();
}
if (!qrenderer)
{
pe = &pe_null;
}
else
{
pe = NULL;
for (i = 0; particlesystem[i]; i++)
{
if ( (particlesystem[i]->name1 && !stricmp(var->string, particlesystem[i]->name1))
|| (particlesystem[i]->name2 && !stricmp(var->string, particlesystem[i]->name2)))
{
pe = particlesystem[i];
break;
}
if (!pe)
if (particlesystem[i]->name1)
pe = particlesystem[i];
}
}
if (!pe)
Sys_Error("No particle system available. Please recompile.");
if (!pe->InitParticles())
{
Con_Printf("Particlesystem %s failed to init\n", pe->name1);
pe = &pe_null;
pe->InitParticles();
}
pe->ClearParticles();
CL_RegisterParticles();
}
cvar_t r_decal_noperpendicular = CVARD("r_decal_noperpendicular", "1", "When enabled, decals will not be generated on planes at a steep angle from clipped decal orientation.");
cvar_t r_rockettrail = CVARFC("r_rockettrail", "1", CVAR_SEMICHEAT, R_Rockettrail_Callback);
cvar_t r_grenadetrail = CVARFC("r_grenadetrail", "1", CVAR_SEMICHEAT, R_Grenadetrail_Callback);
#ifndef PSET_CLASSIC
cvar_t r_particlesystem = CVARFC("r_particlesystem", "script", CVAR_SEMICHEAT|CVAR_ARCHIVE|CVAR_NOSET, R_ParticleSystem_Callback);
cvar_t r_particledesc = CVARAF("r_particledesc", "", "r_particlesdesc", CVAR_SEMICHEAT|CVAR_ARCHIVE);
#else
cvar_t r_particlesystem = CVARFC("r_particlesystem", IFMINIMAL("classic", "script"), CVAR_SEMICHEAT|CVAR_ARCHIVE, R_ParticleSystem_Callback);
cvar_t r_particledesc = CVARAF("r_particledesc", "classic", "r_particlesdesc", CVAR_SEMICHEAT|CVAR_ARCHIVE);
#endif
extern cvar_t r_bouncysparks;
extern cvar_t r_part_rain;
extern cvar_t r_bloodstains;
extern cvar_t gl_part_flame;
cvar_t r_part_rain_quantity = CVARF("r_part_rain_quantity", "1", CVAR_ARCHIVE);
cvar_t r_particle_tracelimit = CVARFD("r_particle_tracelimit", "0x7fffffff", CVAR_ARCHIVE, "Number of traces to allow per frame for particle physics.");
cvar_t r_part_sparks = CVAR("r_part_sparks", "1");
cvar_t r_part_sparks_trifan = CVAR("r_part_sparks_trifan", "1");
cvar_t r_part_sparks_textured = CVAR("r_part_sparks_textured", "1");
cvar_t r_part_beams = CVAR("r_part_beams", "1");
cvar_t r_part_contentswitch = CVARFD("r_part_contentswitch", "1", CVAR_ARCHIVE, "Enable particle effects to change based on content (ex. water).");
cvar_t r_part_density = CVARF("r_part_density", "1", CVAR_ARCHIVE);
cvar_t r_part_classic_expgrav = CVARFD("r_part_classic_expgrav", "10", CVAR_ARCHIVE, "Scaler for how fast classic explosion particles should accelerate due to gravity. 1 for like vanilla, 10 for like zquake.");
cvar_t r_part_classic_opaque = CVARFD("r_part_classic_opaque", "0", CVAR_ARCHIVE, "Disables transparency on classic particles, for the oldskool look.");
cvar_t r_part_maxparticles = CVAR("r_part_maxparticles", "65536");
cvar_t r_part_maxdecals = CVAR("r_part_maxdecals", "8192");
particleengine_t *pe;
static struct partalias_s
{
struct partalias_s *next;
const char *from;
const char *to;
} *partaliaslist;
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
void P_ParticleEffect_f(void);
static void P_ParticleEffectAlias_f(void);
void P_InitParticleSystem(void)
{
char *particlecvargroupname = "Particle effects";
Cvar_Register(&r_decal_noperpendicular, particlecvargroupname); //decals might actually be used for more than just particles, but oh well.
Cvar_Register(&r_particlesystem, particlecvargroupname);
//particles
Cvar_Register(&r_particledesc, particlecvargroupname);
Cvar_Register(&r_bouncysparks, particlecvargroupname);
Cvar_Register(&r_part_rain, particlecvargroupname);
Cvar_Register(&r_part_rain_quantity, particlecvargroupname);
Cvar_Register(&r_particle_tracelimit, particlecvargroupname);
Cvar_Register(&r_part_maxparticles, particlecvargroupname);
Cvar_Register(&r_part_maxdecals, particlecvargroupname);
Cvar_Register(&r_part_sparks, particlecvargroupname);
Cvar_Register(&r_part_sparks_trifan, particlecvargroupname);
Cvar_Register(&r_part_sparks_textured, particlecvargroupname);
Cvar_Register(&r_part_beams, particlecvargroupname);
Cvar_Register(&r_part_contentswitch, particlecvargroupname);
Cvar_Register(&r_part_density, particlecvargroupname);
Cvar_Register(&r_part_classic_expgrav, particlecvargroupname);
Cvar_Register(&r_part_classic_opaque, particlecvargroupname);
Cvar_Register (&gl_part_flame, particlecvargroupname);
Cvar_Register (&r_rockettrail, particlecvargroupname);
Cvar_Register (&r_grenadetrail, particlecvargroupname);
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
//always registered to suck up stray r_part commands even when the scripted system is not active.
#ifdef PSET_SCRIPT
Cmd_AddCommand("r_part", P_ParticleEffect_f);
#endif
Cmd_AddCommand("r_partredirect", P_ParticleEffectAlias_f);
R_Clutter_Init();
}
void P_ShutdownParticleSystem(void)
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
{
struct partalias_s *l;
while (partaliaslist)
{
l = partaliaslist;
partaliaslist = l->next;
Z_Free(l);
}
}
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
static void P_ParticleEffectAlias_f(void)
{
struct partalias_s **link, *l;
char *from = Cmd_Argv(1);
char *to = Cmd_Argv(2);
//user wants to list all
if (!*from)
{
for (l = partaliaslist; l; l = l->next)
{
Con_Printf("%s -> %s\n", l->from, l->to);
}
return;
}
//unlink the current value
for (link = &partaliaslist; (l=*link); link = &(*link)->next)
{
if (!Q_strcasecmp(l->from, from))
{
//they didn't specify a to, so just print out this one effect without removing it.
if (Cmd_Argc() == 2)
{
Con_Printf("particle %s is currently remapped to %s\n", l->from, l->to);
return;
}
*link = l->next;
Z_Free(l);
break;
}
}
//create a new entry.
if (*to && Q_strcasecmp(from, to))
{
l = Z_Malloc(sizeof(*l) + strlen(from) + strlen(to) + 2);
l->from = (char*)(l + 1);
strcpy((char*)l->from, from);
l->to = l->from + strlen(l->from)+1;
strcpy((char*)l->to, to);
l->next = partaliaslist;
partaliaslist = l;
}
CL_RegisterParticles();
}
int P_FindParticleType(const char *efname)
{
struct partalias_s *l;
int recurselimit = 5;
if (!pe)
return P_INVALID;
for (l = partaliaslist; l; )
{
if (!Q_strcasecmp(l->from, efname))
{
efname = l->to;
if (recurselimit --> 0)
l = partaliaslist;
else
return P_INVALID;
}
else
l = l->next;
}
return pe->FindParticleType(efname);
}
void P_Shutdown(void)
{
if (pe)
{
CL_ClearTEntParticleState();
CL_ClearLerpEntsParticleState();
#ifdef Q2CLIENT
CLQ2_ClearParticleState();
#endif
pe->ShutdownParticles();
}
pe = NULL;
R_Clutter_Purge();
}
//traces against renderable entities
//0 says hit nothing.
//1 says hit world
//>1 says hit some entity
entity_t *TraceLineR (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal)
{
trace_t trace;
float len, bestlen;
int i, j;
vec3_t delta, ts, te;
entity_t *pe;
entity_t *result=NULL;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
// vec3_t axis[3];
vec3_t movemins, movemaxs;
memset (&trace, 0, sizeof(trace));
VectorSubtract(end, start, delta);
bestlen = Length(delta);
VectorCopy (end, impact);
for (i = 0; i < 3; i++)
{
if (start[i] > end[i])
{
movemins[i] = end[i];
movemaxs[i] = start[i];
}
else
{
movemins[i] = start[i];
movemaxs[i] = end[i];
}
}
for (i=-1 ; i<cl_numvisedicts ; i++)
{
if (i == -1)
pe = &r_worldentity;
else
pe = &cl_visedicts[i];
if (pe->rtype != RT_MODEL || pe->shaderRGBAf[3] < 1 || (pe->flags & (RF_ADDITIVE|RF_NODEPTHTEST|RF_TRANSLUCENT|RF_EXTERNALMODEL)))
continue;
if (pe->model && pe->model->funcs.NativeTrace && pe->model->loadstate == MLS_LOADED)
{
//try to trivially reject the mesh.
float ext = 0;
float t;
for (j = 0; j < 3; j++)
{
t = fabs(pe->model->maxs[j]);
ext = max(ext, t);
t = fabs(pe->model->mins[j]);
ext = max(ext, t);
}
if ( movemins[0] > pe->origin[0]+ext
|| movemins[1] > pe->origin[1]+ext
|| movemins[2] > pe->origin[2]+ext
|| movemaxs[0] < pe->origin[0]-ext
|| movemaxs[1] < pe->origin[1]-ext
|| movemaxs[2] < pe->origin[2]-ext )
continue;
VectorSubtract(start, pe->origin, ts);
VectorSubtract(end, pe->origin, te);
pe->model->funcs.NativeTrace(pe->model, 0, &pe->framestate, pe->axis, ts, te, vec3_origin, vec3_origin, false, MASK_WORLDSOLID, &trace);
if (trace.fraction<1)
{
VectorSubtract(trace.endpos, ts, delta);
len = DotProduct(delta,delta);
if (len < bestlen)
{
bestlen = len;
if (normal)
VectorCopy (trace.plane.normal, normal);
VectorAdd (pe->origin, trace.endpos, impact);
}
result = pe;
}
/*if (trace.startsolid)
{
VectorNormalize(delta);
if (normal)
{
normal[0] = -delta[0];
normal[1] = -delta[1];
normal[2] = -delta[2];
}
VectorCopy (end, impact);
return NULL;
}*/
}
}
return result;
}
//traces against networked entities only.
//0 says hit nothing.
//1 says hit world
//>1 says hit some entity
float CL_TraceLine (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal, int *ent)
{
trace_t trace;
float bestfrac=1;
int i;
vec3_t ts, te;
physent_t *pe;
model_t *mod;
int result=0;
vec3_t axis[3];
memset (&trace, 0, sizeof(trace));
VectorCopy (end, impact);
if (normal)
VectorClear(normal);
for (i=0 ; i < pmove.numphysent ; i++)
{
pe = &pmove.physents[i];
if (pe->nonsolid)
continue;
mod = pe->model;
if (mod && mod->loadstate == MLS_LOADED && mod->funcs.NativeTrace)
{
VectorSubtract(start, pe->origin, ts);
VectorSubtract(end, pe->origin, te);
if (pe->angles[0] || pe->angles[1] || pe->angles[2])
{
AngleVectors(pe->angles, axis[0], axis[1], axis[2]);
VectorNegate(axis[1], axis[1]);
mod->funcs.NativeTrace(mod, 0, PE_FRAMESTATE, axis, ts, te, vec3_origin, vec3_origin, false, MASK_WORLDSOLID, &trace);
}
else
mod->funcs.NativeTrace(mod, 0, PE_FRAMESTATE, NULL, ts, te, vec3_origin, vec3_origin, false, MASK_WORLDSOLID, &trace);
if (trace.fraction<1)
{
if (bestfrac > trace.fraction)
{
bestfrac = trace.fraction;
if (normal)
VectorCopy (trace.plane.normal, normal);
VectorAdd (pe->origin, trace.endpos, impact);
result = pe->info;
}
}
if (trace.startsolid)
{
if (normal)
{
VectorSubtract(start, end, normal);
VectorNormalize(normal);
}
VectorCopy (end, impact);
//hit nothing
if (ent)
*ent = 0;
return 1;
}
}
}
if (ent)
*ent = result;
return bestfrac;
}
//handy utility...
void P_EmitEffect (vec3_t pos, vec3_t orientation[3], unsigned int modeleflags, int type, trailstate_t **tsk)
{
float count;
if (cl.paused)
return;
count = ((host_frametime>0.1)?0.1:host_frametime);
if (orientation)
{
if (modeleflags & MDLF_EMITFORWARDS)
pe->RunParticleEffectState(pos, orientation[0], count, type, tsk);
else
{
vec3_t down;
VectorNegate(orientation[2], down);
pe->RunParticleEffectState(pos, down, count, type, tsk);
}
}
else
pe->RunParticleEffectState(pos, NULL, count, type, tsk);
}
// P_SelectableTrail: given default/opposite effects, model pointer, and a user selection cvar
// changes model to the appropriate trail effect and default trail index
static void P_SelectableTrail(int *trailid, int *trailpalidx, cvar_t *selection, int mdleffect, int mdlcidx, int oppeffect, int oppcidx)
{
int select = (int)(selection->value);
switch (select)
{
case 0: // check for string, otherwise no trail
if (selection->string[0] == '0')
{
*trailid = P_INVALID;
*trailpalidx = -1;
break;
}
else
{
int effect = P_FindParticleType(selection->string);
if (effect >= 0)
{
*trailid = effect;
*trailpalidx = mdlcidx;
break;
}
}
// fall through to default (so semicheat will work properly)
case 1: // default model effect
default:
*trailid = mdleffect;
*trailpalidx = mdlcidx;
break;
case 2: // opposite effect
*trailid = oppeffect;
*trailpalidx= oppcidx;
break;
case 3: // alt rocket effect
*trailid = P_FindParticleType("TR_ALTROCKET");
*trailpalidx = 107;
break;
case 4: // gib
*trailid = P_FindParticleType("TR_BLOOD");
*trailpalidx = 70;
break;
case 5: // zombie gib
*trailid = P_FindParticleType("TR_SLIGHTBLOOD");
*trailpalidx = 70;
break;
case 6: // Scrag tracer
*trailid = P_FindParticleType("TR_WIZSPIKE");
*trailpalidx = 60;
break;
case 7: // Knight tracer
*trailid = P_FindParticleType("TR_KNIGHTSPIKE");
*trailpalidx = 238;
break;
case 8: // Vore tracer
*trailid = P_FindParticleType("TR_VORESPIKE");
*trailpalidx = 154;
break;
case 9: // rail trail
*trailid = P_FindParticleType("TE_RAILTRAIL");
*trailpalidx = 15;
break;
}
}
//figure out which particle trail to use for the given model, filling in its values as required.
void P_DefaultTrail (unsigned int entityeffects, unsigned int modelflags, int *trailid, int *trailpalidx)
{
// TODO: EF_BRIGHTFIELD should probably be handled in here somewhere
// TODO: make trail default color into RGB values instead of indexes
if (!pe)
return;
if (entityeffects & EF_BRIGHTFIELD)
{
*trailid = P_FindParticleType("EF_BRIGHTFIELD");
*trailpalidx = 70;
}
else if (entityeffects & DPEF_FLAME)
{
*trailid = P_FindParticleType("EF_FLAME");
*trailpalidx = 70;
}
else if (entityeffects & DPEF_STARDUST)
{
*trailid = P_FindParticleType("EF_STARDUST");
*trailpalidx = 70;
}
else if (modelflags & MF_ROCKET)
P_SelectableTrail(trailid, trailpalidx, &r_rockettrail, P_FindParticleType("TR_ROCKET"), 109, P_FindParticleType("TR_GRENADE"), 6);
else if (modelflags & MF_GRENADE)
P_SelectableTrail(trailid, trailpalidx, &r_grenadetrail, P_FindParticleType("TR_GRENADE"), 6, P_FindParticleType("TR_ROCKET"), 109);
else if (modelflags & MF_GIB)
{
*trailid = P_FindParticleType("TR_BLOOD");
*trailpalidx = 70;
}
else if (modelflags & MF_TRACER)
{
*trailid = P_FindParticleType("TR_WIZSPIKE");
*trailpalidx = 60;
}
else if (modelflags & MF_ZOMGIB)
{
*trailid = P_FindParticleType("TR_SLIGHTBLOOD");
*trailpalidx = 70;
}
else if (modelflags & MF_TRACER2)
{
*trailid = P_FindParticleType("TR_KNIGHTSPIKE");
*trailpalidx = 238;
}
else if (modelflags & MF_TRACER3)
{
*trailid = P_FindParticleType("TR_VORESPIKE");
*trailpalidx = 154;
}
#ifdef HEXEN2
else if (modelflags & MFH2_BLOODSHOT) //these are the hexen2 ones.
{
*trailid = P_FindParticleType("tr_bloodshot");
*trailpalidx = 136;
}
else if (modelflags & MFH2_FIREBALL)
{
*trailid = P_FindParticleType("tr_fireball");
*trailpalidx = 424;
}
else if (modelflags & MFH2_ACIDBALL)
{
*trailid = P_FindParticleType("tr_acidball");
*trailpalidx = 440;
}
else if (modelflags & MFH2_ICE)
{
*trailid = P_FindParticleType("tr_ice");
*trailpalidx = 408;
}
else if (modelflags & MFH2_SPIT)
{
*trailid = P_FindParticleType("tr_spit");
*trailpalidx = 260;
}
else if (modelflags & MFH2_SPELL)
{
*trailid = P_FindParticleType("tr_spell");
*trailpalidx = 260;
}
else if (modelflags & MFH2_VORP_MISSILE)
{
*trailid = P_FindParticleType("tr_vorpmissile");
*trailpalidx = 302;
}
else if (modelflags & MFH2_SET_STAFF)
{
*trailid = P_FindParticleType("tr_setstaff");
*trailpalidx = 424;
}
else if (modelflags & MFH2_MAGICMISSILE)
{
*trailid = P_FindParticleType("tr_magicmissile");
*trailpalidx = 149;
}
else if (modelflags & MFH2_BONESHARD)
{
*trailid = P_FindParticleType("tr_boneshard");
*trailpalidx = 384;
}
else if (modelflags & MFH2_SCARAB)
{
*trailid = P_FindParticleType("tr_scarab");
*trailpalidx = 254;
}
else if (modelflags & MFH2_SPIDERBLOOD)
{
//spiders
*trailid = P_FindParticleType("TR_GREENBLOOD");
*trailpalidx = 70; //fixme
}
#endif
else
{
*trailid = P_INVALID;
*trailpalidx = -1;
}
}