mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 08:51:57 +00:00
500 lines
12 KiB
C++
500 lines
12 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition 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 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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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.
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===========================================================================
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*/
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "Game_local.h"
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static const char* smokeParticle_SnapshotName = "_SmokeParticle_Snapshot_";
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/*
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================
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idSmokeParticles::idSmokeParticles
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================
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*/
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idSmokeParticles::idSmokeParticles()
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{
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initialized = false;
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memset( &renderEntity, 0, sizeof( renderEntity ) );
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renderEntityHandle = -1;
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memset( smokes, 0, sizeof( smokes ) );
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freeSmokes = NULL;
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numActiveSmokes = 0;
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currentParticleTime = -1;
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}
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/*
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================
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idSmokeParticles::Init
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================
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*/
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void idSmokeParticles::Init()
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{
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if( initialized )
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{
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Shutdown();
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}
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// set up the free list
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for( int i = 0; i < MAX_SMOKE_PARTICLES - 1; i++ )
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{
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smokes[i].next = &smokes[i + 1];
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}
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smokes[MAX_SMOKE_PARTICLES - 1].next = NULL;
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freeSmokes = &smokes[0];
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numActiveSmokes = 0;
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activeStages.Clear();
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memset( &renderEntity, 0, sizeof( renderEntity ) );
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renderEntity.bounds.Clear();
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renderEntity.axis = mat3_identity;
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renderEntity.shaderParms[ SHADERPARM_RED ] = 1;
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renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1;
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renderEntity.shaderParms[ SHADERPARM_BLUE ] = 1;
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renderEntity.shaderParms[3] = 1;
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renderEntity.hModel = renderModelManager->AllocModel();
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renderEntity.hModel->InitEmpty( smokeParticle_SnapshotName );
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// we certainly don't want particle shadows
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renderEntity.noShadow = 1;
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// huge bounds, so it will be present in every world area
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renderEntity.bounds.AddPoint( idVec3( -100000, -100000, -100000 ) );
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renderEntity.bounds.AddPoint( idVec3( 100000, 100000, 100000 ) );
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renderEntity.callback = idSmokeParticles::ModelCallback;
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// add to renderer list
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renderEntityHandle = gameRenderWorld->AddEntityDef( &renderEntity );
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currentParticleTime = -1;
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initialized = true;
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}
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/*
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================
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idSmokeParticles::Shutdown
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================
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*/
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void idSmokeParticles::Shutdown()
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{
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// make sure the render entity is freed before the model is freed
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if( renderEntityHandle != -1 )
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{
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gameRenderWorld->FreeEntityDef( renderEntityHandle );
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renderEntityHandle = -1;
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}
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if( renderEntity.hModel != NULL )
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{
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renderModelManager->FreeModel( renderEntity.hModel );
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renderEntity.hModel = NULL;
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}
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initialized = false;
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}
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/*
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================
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idSmokeParticles::FreeSmokes
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================
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*/
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void idSmokeParticles::FreeSmokes()
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{
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for( int activeStageNum = 0; activeStageNum < activeStages.Num(); activeStageNum++ )
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{
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singleSmoke_t* smoke, *next, *last;
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activeSmokeStage_t* active = &activeStages[activeStageNum];
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const idParticleStage* stage = active->stage;
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for( last = NULL, smoke = active->smokes; smoke; smoke = next )
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{
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next = smoke->next;
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float frac;
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if( smoke->timeGroup )
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{
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frac = ( float )( gameLocal.fast.time - smoke->privateStartTime ) / ( stage->particleLife * 1000 );
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}
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else
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{
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frac = ( float )( gameLocal.slow.time - smoke->privateStartTime ) / ( stage->particleLife * 1000 );
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}
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if( frac >= 1.0f )
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{
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// remove the particle from the stage list
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if( last != NULL )
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{
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last->next = smoke->next;
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}
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else
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{
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active->smokes = smoke->next;
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}
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// put the particle on the free list
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smoke->next = freeSmokes;
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freeSmokes = smoke;
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numActiveSmokes--;
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continue;
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}
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last = smoke;
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}
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if( !active->smokes )
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{
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// remove this from the activeStages list
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activeStages.RemoveIndex( activeStageNum );
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activeStageNum--;
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}
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}
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}
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/*
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================
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idSmokeParticles::EmitSmoke
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Called by game code to drop another particle into the list
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================
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*/
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bool idSmokeParticles::EmitSmoke( const idDeclParticle* smoke, const int systemStartTime, const float diversity, const idVec3& origin, const idMat3& axis, int timeGroup /*_D3XP*/ )
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{
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bool continues = false;
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SetTimeState ts( timeGroup );
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if( !smoke )
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{
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return false;
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}
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if( !gameLocal.isNewFrame )
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{
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return false;
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}
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// dedicated doesn't smoke. No UpdateRenderEntity, so they would not be freed
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if( gameLocal.GetLocalClientNum() < 0 )
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{
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return false;
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}
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assert( gameLocal.time == 0 || systemStartTime <= gameLocal.time );
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if( systemStartTime > gameLocal.time )
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{
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return false;
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}
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idRandom steppingRandom( 0xffff * diversity );
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// for each stage in the smoke that is still emitting particles, emit a new singleSmoke_t
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for( int stageNum = 0; stageNum < smoke->stages.Num(); stageNum++ )
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{
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const idParticleStage* stage = smoke->stages[stageNum];
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if( !stage->cycleMsec )
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{
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continue;
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}
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if( !stage->material )
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{
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continue;
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}
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if( stage->particleLife <= 0 )
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{
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continue;
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}
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// see how many particles we should emit this tic
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// FIXME: smoke.privateStartTime += stage->timeOffset;
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int finalParticleTime = stage->cycleMsec * stage->spawnBunching;
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int deltaMsec = gameLocal.time - systemStartTime;
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int nowCount = 0, prevCount = 0;
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if( finalParticleTime == 0 )
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{
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// if spawnBunching is 0, they will all come out at once
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if( gameLocal.time == systemStartTime )
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{
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prevCount = -1;
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nowCount = stage->totalParticles - 1;
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}
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else
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{
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prevCount = stage->totalParticles;
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}
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}
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else
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{
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nowCount = floor( ( ( float )deltaMsec / finalParticleTime ) * stage->totalParticles );
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if( nowCount >= stage->totalParticles )
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{
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nowCount = stage->totalParticles - 1;
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}
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prevCount = floor( ( ( float )( deltaMsec - ( gameLocal.time - gameLocal.previousTime ) ) / finalParticleTime ) * stage->totalParticles );
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if( prevCount < -1 )
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{
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prevCount = -1;
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}
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}
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if( prevCount >= stage->totalParticles )
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{
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// no more particles from this stage
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continue;
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}
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if( nowCount < stage->totalParticles - 1 )
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{
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// the system will need to emit particles next frame as well
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continues = true;
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}
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// find an activeSmokeStage that matches this
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activeSmokeStage_t* active = NULL;
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int i;
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for( i = 0 ; i < activeStages.Num() ; i++ )
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{
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active = &activeStages[i];
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if( active->stage == stage )
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{
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break;
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}
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}
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if( i == activeStages.Num() )
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{
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// add a new one
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activeSmokeStage_t newActive;
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newActive.smokes = NULL;
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newActive.stage = stage;
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i = activeStages.Append( newActive );
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active = &activeStages[i];
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}
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// add all the required particles
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for( prevCount++ ; prevCount <= nowCount && active != NULL ; prevCount++ )
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{
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if( !freeSmokes )
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{
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gameLocal.Printf( "idSmokeParticles::EmitSmoke: no free smokes with %d active stages\n", activeStages.Num() );
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return true;
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}
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singleSmoke_t* newSmoke = freeSmokes;
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freeSmokes = freeSmokes->next;
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numActiveSmokes++;
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newSmoke->timeGroup = timeGroup;
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newSmoke->index = prevCount;
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newSmoke->axis = axis;
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newSmoke->origin = origin;
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newSmoke->random = steppingRandom;
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newSmoke->privateStartTime = systemStartTime + prevCount * finalParticleTime / stage->totalParticles;
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newSmoke->next = active->smokes;
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active->smokes = newSmoke;
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steppingRandom.RandomInt(); // advance the random
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}
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}
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return continues;
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}
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/*
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================
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idSmokeParticles::UpdateRenderEntity
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================
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*/
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bool idSmokeParticles::UpdateRenderEntity( renderEntity_s* renderEntity, const renderView_t* renderView )
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{
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// this may be triggered by a model trace or other non-view related source,
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// to which we should look like an empty model
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if( !renderView )
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{
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// FIXME: re-use model surfaces
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renderEntity->hModel->InitEmpty( smokeParticle_SnapshotName );
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return false;
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}
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// don't regenerate it if it is current
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if( renderView->time[renderEntity->timeGroup] == currentParticleTime && !renderView->forceUpdate )
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{
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return false;
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}
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// FIXME: re-use model surfaces
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renderEntity->hModel->InitEmpty( smokeParticle_SnapshotName );
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currentParticleTime = renderView->time[renderEntity->timeGroup];
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particleGen_t g;
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g.renderEnt = renderEntity;
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g.renderView = renderView;
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for( int activeStageNum = 0; activeStageNum < activeStages.Num(); activeStageNum++ )
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{
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singleSmoke_t* smoke, *next, *last;
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activeSmokeStage_t* active = &activeStages[activeStageNum];
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const idParticleStage* stage = active->stage;
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if( !stage->material )
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{
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continue;
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}
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// allocate a srfTriangles that can hold all the particles
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int count = 0;
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for( smoke = active->smokes; smoke; smoke = smoke->next )
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{
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count++;
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}
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int quads = count * stage->NumQuadsPerParticle();
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srfTriangles_t* tri = renderEntity->hModel->AllocSurfaceTriangles( quads * 4, quads * 6 );
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tri->numIndexes = quads * 6;
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tri->numVerts = quads * 4;
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// just always draw the particles
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tri->bounds[0][0] =
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tri->bounds[0][1] =
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tri->bounds[0][2] = -99999;
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tri->bounds[1][0] =
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tri->bounds[1][1] =
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tri->bounds[1][2] = 99999;
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tri->numVerts = 0;
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for( last = NULL, smoke = active->smokes; smoke; smoke = next )
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{
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next = smoke->next;
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if( smoke->timeGroup )
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{
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g.frac = ( float )( gameLocal.fast.time - smoke->privateStartTime ) / ( stage->particleLife * 1000 );
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}
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else
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{
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g.frac = ( float )( gameLocal.time - smoke->privateStartTime ) / ( stage->particleLife * 1000 );
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}
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if( g.frac >= 1.0f )
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{
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// remove the particle from the stage list
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if( last != NULL )
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{
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last->next = smoke->next;
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}
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else
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{
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active->smokes = smoke->next;
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}
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// put the particle on the free list
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smoke->next = freeSmokes;
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freeSmokes = smoke;
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numActiveSmokes--;
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continue;
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}
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g.index = smoke->index;
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g.random = smoke->random;
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g.origin = smoke->origin;
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g.axis = smoke->axis;
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g.originalRandom = g.random;
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g.age = g.frac * stage->particleLife;
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tri->numVerts += stage->CreateParticle( &g, tri->verts + tri->numVerts );
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last = smoke;
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}
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if( tri->numVerts > quads * 4 )
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{
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gameLocal.Error( "idSmokeParticles::UpdateRenderEntity: miscounted verts" );
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}
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if( tri->numVerts == 0 )
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{
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// they were all removed
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renderEntity->hModel->FreeSurfaceTriangles( tri );
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if( !active->smokes )
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{
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// remove this from the activeStages list
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activeStages.RemoveIndex( activeStageNum );
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activeStageNum--;
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}
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}
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else
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{
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// build the index list
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int indexes = 0;
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for( int i = 0 ; i < tri->numVerts ; i += 4 )
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{
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tri->indexes[indexes + 0] = i;
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tri->indexes[indexes + 1] = i + 2;
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tri->indexes[indexes + 2] = i + 3;
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tri->indexes[indexes + 3] = i;
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tri->indexes[indexes + 4] = i + 3;
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tri->indexes[indexes + 5] = i + 1;
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indexes += 6;
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}
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tri->numIndexes = indexes;
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modelSurface_t surf;
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surf.geometry = tri;
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surf.shader = stage->material;
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surf.id = 0;
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renderEntity->hModel->AddSurface( surf );
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}
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}
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return true;
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}
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/*
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================
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idSmokeParticles::ModelCallback
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================
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*/
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bool idSmokeParticles::ModelCallback( renderEntity_s* renderEntity, const renderView_t* renderView )
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{
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// update the particles
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if( gameLocal.smokeParticles )
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{
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return gameLocal.smokeParticles->UpdateRenderEntity( renderEntity, renderView );
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}
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return true;
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}
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