mirror of
https://github.com/ioquake/ioq3.git
synced 2024-11-14 17:01:13 +00:00
293 lines
7.7 KiB
C
293 lines
7.7 KiB
C
/*
|
|
===========================================================================
|
|
Copyright (C) 1999-2005 Id Software, Inc.
|
|
|
|
This file is part of Quake III Arena source code.
|
|
|
|
Quake III Arena 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 2 of the License,
|
|
or (at your option) any later version.
|
|
|
|
Quake III Arena 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 Quake III Arena source code; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
===========================================================================
|
|
*/
|
|
//
|
|
// cg_marks.c -- wall marks
|
|
|
|
#include "cg_local.h"
|
|
|
|
/*
|
|
===================================================================
|
|
|
|
MARK POLYS
|
|
|
|
===================================================================
|
|
*/
|
|
|
|
|
|
markPoly_t cg_activeMarkPolys; // double linked list
|
|
markPoly_t *cg_freeMarkPolys; // single linked list
|
|
markPoly_t cg_markPolys[MAX_MARK_POLYS];
|
|
static int markTotal;
|
|
|
|
/*
|
|
===================
|
|
CG_InitMarkPolys
|
|
|
|
This is called at startup and for tournement restarts
|
|
===================
|
|
*/
|
|
void CG_InitMarkPolys( void ) {
|
|
int i;
|
|
|
|
memset( cg_markPolys, 0, sizeof(cg_markPolys) );
|
|
|
|
cg_activeMarkPolys.nextMark = &cg_activeMarkPolys;
|
|
cg_activeMarkPolys.prevMark = &cg_activeMarkPolys;
|
|
cg_freeMarkPolys = cg_markPolys;
|
|
for ( i = 0 ; i < MAX_MARK_POLYS - 1 ; i++ ) {
|
|
cg_markPolys[i].nextMark = &cg_markPolys[i+1];
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
CG_FreeMarkPoly
|
|
==================
|
|
*/
|
|
void CG_FreeMarkPoly( markPoly_t *le ) {
|
|
if ( !le->prevMark || !le->nextMark ) {
|
|
CG_Error( "CG_FreeLocalEntity: not active" );
|
|
}
|
|
|
|
// remove from the doubly linked active list
|
|
le->prevMark->nextMark = le->nextMark;
|
|
le->nextMark->prevMark = le->prevMark;
|
|
|
|
// the free list is only singly linked
|
|
le->nextMark = cg_freeMarkPolys;
|
|
cg_freeMarkPolys = le;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
CG_AllocMark
|
|
|
|
Will allways succeed, even if it requires freeing an old active mark
|
|
===================
|
|
*/
|
|
markPoly_t *CG_AllocMark( void ) {
|
|
markPoly_t *le;
|
|
int time;
|
|
|
|
if ( !cg_freeMarkPolys ) {
|
|
// no free entities, so free the one at the end of the chain
|
|
// remove the oldest active entity
|
|
time = cg_activeMarkPolys.prevMark->time;
|
|
while (cg_activeMarkPolys.prevMark && time == cg_activeMarkPolys.prevMark->time) {
|
|
CG_FreeMarkPoly( cg_activeMarkPolys.prevMark );
|
|
}
|
|
}
|
|
|
|
le = cg_freeMarkPolys;
|
|
cg_freeMarkPolys = cg_freeMarkPolys->nextMark;
|
|
|
|
memset( le, 0, sizeof( *le ) );
|
|
|
|
// link into the active list
|
|
le->nextMark = cg_activeMarkPolys.nextMark;
|
|
le->prevMark = &cg_activeMarkPolys;
|
|
cg_activeMarkPolys.nextMark->prevMark = le;
|
|
cg_activeMarkPolys.nextMark = le;
|
|
return le;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=================
|
|
CG_ImpactMark
|
|
|
|
origin should be a point within a unit of the plane
|
|
dir should be the plane normal
|
|
|
|
temporary marks will not be stored or randomly oriented, but immediately
|
|
passed to the renderer.
|
|
=================
|
|
*/
|
|
#define MAX_MARK_FRAGMENTS 128
|
|
#define MAX_MARK_POINTS 384
|
|
|
|
void CG_ImpactMark( qhandle_t markShader, const vec3_t origin, const vec3_t dir,
|
|
float orientation, float red, float green, float blue, float alpha,
|
|
qboolean alphaFade, float radius, qboolean temporary ) {
|
|
vec3_t axis[3];
|
|
float texCoordScale;
|
|
vec3_t originalPoints[4];
|
|
byte colors[4];
|
|
int i, j;
|
|
int numFragments;
|
|
markFragment_t markFragments[MAX_MARK_FRAGMENTS], *mf;
|
|
vec3_t markPoints[MAX_MARK_POINTS];
|
|
vec3_t projection;
|
|
|
|
if ( !cg_addMarks.integer ) {
|
|
return;
|
|
}
|
|
|
|
if ( radius <= 0 ) {
|
|
CG_Error( "CG_ImpactMark called with <= 0 radius" );
|
|
}
|
|
|
|
//if ( markTotal >= MAX_MARK_POLYS ) {
|
|
// return;
|
|
//}
|
|
|
|
// create the texture axis
|
|
VectorNormalize2( dir, axis[0] );
|
|
PerpendicularVector( axis[1], axis[0] );
|
|
RotatePointAroundVector( axis[2], axis[0], axis[1], orientation );
|
|
CrossProduct( axis[0], axis[2], axis[1] );
|
|
|
|
texCoordScale = 0.5 * 1.0 / radius;
|
|
|
|
// create the full polygon
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
originalPoints[0][i] = origin[i] - radius * axis[1][i] - radius * axis[2][i];
|
|
originalPoints[1][i] = origin[i] + radius * axis[1][i] - radius * axis[2][i];
|
|
originalPoints[2][i] = origin[i] + radius * axis[1][i] + radius * axis[2][i];
|
|
originalPoints[3][i] = origin[i] - radius * axis[1][i] + radius * axis[2][i];
|
|
}
|
|
|
|
// get the fragments
|
|
VectorScale( dir, -20, projection );
|
|
numFragments = trap_CM_MarkFragments( 4, (void *)originalPoints,
|
|
projection, MAX_MARK_POINTS, markPoints[0],
|
|
MAX_MARK_FRAGMENTS, markFragments );
|
|
|
|
colors[0] = red * 255;
|
|
colors[1] = green * 255;
|
|
colors[2] = blue * 255;
|
|
colors[3] = alpha * 255;
|
|
|
|
for ( i = 0, mf = markFragments ; i < numFragments ; i++, mf++ ) {
|
|
polyVert_t *v;
|
|
polyVert_t verts[MAX_VERTS_ON_POLY];
|
|
markPoly_t *mark;
|
|
|
|
// we have an upper limit on the complexity of polygons
|
|
// that we store persistantly
|
|
if ( mf->numPoints > MAX_VERTS_ON_POLY ) {
|
|
mf->numPoints = MAX_VERTS_ON_POLY;
|
|
}
|
|
for ( j = 0, v = verts ; j < mf->numPoints ; j++, v++ ) {
|
|
vec3_t delta;
|
|
|
|
VectorCopy( markPoints[mf->firstPoint + j], v->xyz );
|
|
|
|
VectorSubtract( v->xyz, origin, delta );
|
|
v->st[0] = 0.5 + DotProduct( delta, axis[1] ) * texCoordScale;
|
|
v->st[1] = 0.5 + DotProduct( delta, axis[2] ) * texCoordScale;
|
|
*(int *)v->modulate = *(int *)colors;
|
|
}
|
|
|
|
// if it is a temporary (shadow) mark, add it immediately and forget about it
|
|
if ( temporary ) {
|
|
trap_R_AddPolyToScene( markShader, mf->numPoints, verts );
|
|
continue;
|
|
}
|
|
|
|
// otherwise save it persistantly
|
|
mark = CG_AllocMark();
|
|
mark->time = cg.time;
|
|
mark->alphaFade = alphaFade;
|
|
mark->markShader = markShader;
|
|
mark->poly.numVerts = mf->numPoints;
|
|
mark->color[0] = red;
|
|
mark->color[1] = green;
|
|
mark->color[2] = blue;
|
|
mark->color[3] = alpha;
|
|
memcpy( mark->verts, verts, mf->numPoints * sizeof( verts[0] ) );
|
|
markTotal++;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_AddMarks
|
|
===============
|
|
*/
|
|
#define MARK_TOTAL_TIME 10000
|
|
#define MARK_FADE_TIME 1000
|
|
|
|
void CG_AddMarks( void ) {
|
|
int j;
|
|
markPoly_t *mp, *next;
|
|
int t;
|
|
int fade;
|
|
|
|
if ( !cg_addMarks.integer ) {
|
|
return;
|
|
}
|
|
|
|
mp = cg_activeMarkPolys.nextMark;
|
|
for ( ; mp != &cg_activeMarkPolys ; mp = next ) {
|
|
// grab next now, so if the local entity is freed we
|
|
// still have it
|
|
next = mp->nextMark;
|
|
|
|
// see if it is time to completely remove it
|
|
if ( cg.time > mp->time + MARK_TOTAL_TIME ) {
|
|
CG_FreeMarkPoly( mp );
|
|
continue;
|
|
}
|
|
|
|
// fade out the energy bursts
|
|
if ( mp->markShader == cgs.media.energyMarkShader ) {
|
|
|
|
fade = 450 - 450 * ( (cg.time - mp->time ) / 3000.0 );
|
|
if ( fade < 255 ) {
|
|
if ( fade < 0 ) {
|
|
fade = 0;
|
|
}
|
|
if ( mp->verts[0].modulate[0] != 0 ) {
|
|
for ( j = 0 ; j < mp->poly.numVerts ; j++ ) {
|
|
mp->verts[j].modulate[0] = mp->color[0] * fade;
|
|
mp->verts[j].modulate[1] = mp->color[1] * fade;
|
|
mp->verts[j].modulate[2] = mp->color[2] * fade;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// fade all marks out with time
|
|
t = mp->time + MARK_TOTAL_TIME - cg.time;
|
|
if ( t < MARK_FADE_TIME ) {
|
|
fade = 255 * t / MARK_FADE_TIME;
|
|
if ( mp->alphaFade ) {
|
|
for ( j = 0 ; j < mp->poly.numVerts ; j++ ) {
|
|
mp->verts[j].modulate[3] = fade;
|
|
}
|
|
} else {
|
|
for ( j = 0 ; j < mp->poly.numVerts ; j++ ) {
|
|
mp->verts[j].modulate[0] = mp->color[0] * fade;
|
|
mp->verts[j].modulate[1] = mp->color[1] * fade;
|
|
mp->verts[j].modulate[2] = mp->color[2] * fade;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
trap_R_AddPolyToScene( mp->markShader, mp->poly.numVerts, mp->verts );
|
|
}
|
|
}
|