// cg_localents.c -- every frame, generate renderer commands for locally // processed entities, like smoke puffs, gibs, shells, etc. // this line must stay at top so the whole PCH thing works... #include "cg_headers.h" #include "cg_media.h" #ifdef _XBOX #define MAX_LOCAL_ENTITIES 128 #else #define MAX_LOCAL_ENTITIES 512 #endif localEntity_t cg_localEntities[MAX_LOCAL_ENTITIES]; localEntity_t cg_activeLocalEntities; // double linked list localEntity_t *cg_freeLocalEntities; // single linked list /* =================== CG_InitLocalEntities This is called at startup and for tournement restarts =================== */ void CG_InitLocalEntities( void ) { int i; memset( cg_localEntities, 0, sizeof( cg_localEntities ) ); cg_activeLocalEntities.next = &cg_activeLocalEntities; cg_activeLocalEntities.prev = &cg_activeLocalEntities; cg_freeLocalEntities = cg_localEntities; for ( i = 0 ; i < MAX_LOCAL_ENTITIES - 1 ; i++ ) { cg_localEntities[i].next = &cg_localEntities[i+1]; } } /* ================== CG_FreeLocalEntity ================== */ void CG_FreeLocalEntity( localEntity_t *le ) { if ( !le->prev ) { CG_Error( "CG_FreeLocalEntity: not active" ); } // remove from the doubly linked active list le->prev->next = le->next; le->next->prev = le->prev; // the free list is only singly linked le->next = cg_freeLocalEntities; cg_freeLocalEntities = le; } /* =================== CG_AllocLocalEntity Will allways succeed, even if it requires freeing an old active entity =================== */ localEntity_t *CG_AllocLocalEntity( void ) { localEntity_t *le; if ( !cg_freeLocalEntities ) { // no free entities, so free the one at the end of the chain // remove the oldest active entity CG_FreeLocalEntity( cg_activeLocalEntities.prev ); } le = cg_freeLocalEntities; cg_freeLocalEntities = cg_freeLocalEntities->next; memset( le, 0, sizeof( *le ) ); // link into the active list le->next = cg_activeLocalEntities.next; le->prev = &cg_activeLocalEntities; cg_activeLocalEntities.next->prev = le; cg_activeLocalEntities.next = le; le->ownerGentNum = -1; return le; } /* ==================================================================================== FRAGMENT PROCESSING A fragment localentity interacts with the environment in some way (hitting walls), or generates more localentities along a trail. ==================================================================================== */ /* ================ CG_FragmentBounceSound ================ */ void CG_FragmentBounceSound( localEntity_t *le, trace_t *trace ) { // half the fragments will make a bounce sounds if ( rand() & 1 ) { sfxHandle_t s = 0; switch( le->leBounceSoundType ) { case LEBS_ROCK: s = cgs.media.rockBounceSound[Q_irand(0,1)]; break; case LEBS_METAL: s = cgs.media.metalBounceSound[Q_irand(0,1)];// FIXME: make sure that this sound is registered properly...might still be rock bounce sound.... break; } if ( s ) { cgi_S_StartSound( trace->endpos, ENTITYNUM_WORLD, CHAN_AUTO, s ); } // bouncers only make the sound once... // FIXME: arbitrary...change if it bugs you le->leBounceSoundType = LEBS_NONE; } else if ( rand() & 1 ) { // we may end up bouncing again, but each bounce reduces the chance of playing the sound again or they may make a lot of noise when they settle // FIXME: maybe just always do this?? le->leBounceSoundType = LEBS_NONE; } } /* ================ CG_ReflectVelocity ================ */ void CG_ReflectVelocity( localEntity_t *le, trace_t *trace ) { vec3_t velocity; float dot; int hitTime; // reflect the velocity on the trace plane hitTime = cg.time - cg.frametime + cg.frametime * trace->fraction; EvaluateTrajectoryDelta( &le->pos, hitTime, velocity ); dot = DotProduct( velocity, trace->plane.normal ); VectorMA( velocity, -2*dot, trace->plane.normal, le->pos.trDelta ); VectorScale( le->pos.trDelta, le->bounceFactor, le->pos.trDelta ); VectorCopy( trace->endpos, le->pos.trBase ); le->pos.trTime = cg.time; // check for stop, making sure that even on low FPS systems it doesn't bobble if ( trace->allsolid || ( trace->plane.normal[2] > 0 && ( le->pos.trDelta[2] < 40 || le->pos.trDelta[2] < -cg.frametime * le->pos.trDelta[2] ) ) ) { le->pos.trType = TR_STATIONARY; } } /* ================ CG_AddFragment ================ */ void CG_AddFragment( localEntity_t *le ) { vec3_t newOrigin; trace_t trace; // used to sink into the ground, but it looks better to maybe just fade them out int t; t = le->endTime - cg.time; if ( t < FRAG_FADE_TIME ) { le->refEntity.renderfx |= RF_ALPHA_FADE; le->refEntity.shaderRGBA[0] = le->refEntity.shaderRGBA[1] = le->refEntity.shaderRGBA[2] = 255; le->refEntity.shaderRGBA[3] = ((float)t / FRAG_FADE_TIME) * 255.0f; } if ( le->pos.trType == TR_STATIONARY ) { if ( !(cgi_CM_PointContents( le->refEntity.origin, 0 ) & CONTENTS_SOLID )) { // thing is no longer in solid, so let gravity take it back VectorCopy( le->refEntity.origin, le->pos.trBase ); VectorClear( le->pos.trDelta ); le->pos.trTime = cg.time; le->pos.trType = TR_GRAVITY; } cgi_R_AddRefEntityToScene( &le->refEntity ); return; } // calculate new position EvaluateTrajectory( &le->pos, cg.time, newOrigin ); le->refEntity.renderfx |= RF_LIGHTING_ORIGIN; VectorCopy( newOrigin, le->refEntity.lightingOrigin ); // trace a line from previous position to new position CG_Trace( &trace, le->refEntity.origin, NULL, NULL, newOrigin, le->ownerGentNum, CONTENTS_SOLID ); if ( trace.fraction == 1.0 ) { // still in free fall VectorCopy( newOrigin, le->refEntity.origin ); if ( le->leFlags & LEF_TUMBLE ) { vec3_t angles; EvaluateTrajectory( &le->angles, cg.time, angles ); AnglesToAxis( angles, le->refEntity.axis ); for(int k = 0; k < 3; k++) { VectorScale(le->refEntity.axis[k], le->radius, le->refEntity.axis[k]); } } cgi_R_AddRefEntityToScene( &le->refEntity ); return; } // if it is in a nodrop zone, remove it // this keeps gibs from waiting at the bottom of pits of death // and floating levels if ( cgi_CM_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP ) { CG_FreeLocalEntity( le ); return; } // do a bouncy sound CG_FragmentBounceSound( le, &trace ); // reflect the velocity on the trace plane CG_ReflectVelocity( le, &trace ); //FIXME: if LEF_TUMBLE, change avelocity too? cgi_R_AddRefEntityToScene( &le->refEntity ); } /* ===================================================================== TRIVIAL LOCAL ENTITIES These only do simple scaling or modulation before passing to the renderer ===================================================================== */ /* ** CG_AddTeleporterEffect */ void CG_AddTeleporterEffect( localEntity_t *le ) { refEntity_t *re; float c; re = &le->refEntity; c = ( le->endTime - cg.time ) / ( float ) ( le->endTime - le->startTime ); re->shaderRGBA[0] = re->shaderRGBA[1] = re->shaderRGBA[2] = re->shaderRGBA[3] = 0xff * c; cgi_R_AddRefEntityToScene( re ); } /* ** CG_AddFadeRGB */ void CG_AddFadeRGB( localEntity_t *le ) { refEntity_t *re; float c; re = &le->refEntity; c = ( le->endTime - cg.time ) * le->lifeRate; c *= 0xff; re->shaderRGBA[0] = le->color[0] * c; re->shaderRGBA[1] = le->color[1] * c; re->shaderRGBA[2] = le->color[2] * c; re->shaderRGBA[3] = le->color[3] * c; cgi_R_AddRefEntityToScene( re ); } /* ================== CG_AddPuff ================== */ static void CG_AddPuff( localEntity_t *le ) { refEntity_t *re; float c; vec3_t delta; float len; re = &le->refEntity; // fade / grow time c = ( le->endTime - cg.time ) / (float)( le->endTime - le->startTime ); re->shaderRGBA[0] = le->color[0] * c; re->shaderRGBA[1] = le->color[1] * c; re->shaderRGBA[2] = le->color[2] * c; if ( !( le->leFlags & LEF_PUFF_DONT_SCALE ) ) { re->radius = le->radius * ( 1.0 - c ) + 8; } EvaluateTrajectory( &le->pos, cg.time, re->origin ); // if the view would be "inside" the sprite, kill the sprite // so it doesn't add too much overdraw VectorSubtract( re->origin, cg.refdef.vieworg, delta ); len = VectorLength( delta ); if ( len < le->radius ) { CG_FreeLocalEntity( le ); return; } cgi_R_AddRefEntityToScene( re ); } /* ================ CG_AddLocalLight ================ */ static void CG_AddLocalLight( localEntity_t *le ) { // There should be a light if this is being used, but hey... if ( le->light ) { float light; light = (float)( cg.time - le->startTime ) / ( le->endTime - le->startTime ); if ( light < 0.5 ) { light = 1.0; } else { light = 1.0 - ( light - 0.5 ) * 2; } light = le->light * light; cgi_R_AddLightToScene( le->refEntity.origin, light, le->lightColor[0], le->lightColor[1], le->lightColor[2] ); } } //--------------------------------------------------- static void CG_AddFadeModel( localEntity_t *le ) { refEntity_t *ent = &le->refEntity; if ( cg.time < le->startTime ) { CG_FreeLocalEntity( le ); return; } float frac = 1.0f - ((float)( cg.time - le->startTime )/(float)( le->endTime - le->startTime )); ent->shaderRGBA[0] = le->color[0] * frac; ent->shaderRGBA[1] = le->color[1] * frac; ent->shaderRGBA[2] = le->color[2] * frac; ent->shaderRGBA[3] = le->color[3] * frac; EvaluateTrajectory( &le->pos, cg.time, ent->origin ); // add the entity cgi_R_AddRefEntityToScene( ent ); } // NOTE: this is 100% for the demp2 alt-fire effect, so changes to the visual effect will affect game side demp2 code //--------------------------------------------------- static void CG_AddFadeScaleModel( localEntity_t *le ) { refEntity_t *ent = &le->refEntity; float frac = ( cg.time - le->startTime )/((float)( le->endTime - le->startTime )); frac *= frac * frac; // yes, this is completely ridiculous...but it causes the shell to grow slowly then "explode" at the end ent->nonNormalizedAxes = qtrue; AxisCopy( axisDefault, ent->axis ); VectorScale( ent->axis[0], le->radius * frac, ent->axis[0] ); VectorScale( ent->axis[1], le->radius * frac, ent->axis[1] ); VectorScale( ent->axis[2], le->radius * 0.5f * frac, ent->axis[2] ); frac = 1.0f - frac; ent->shaderRGBA[0] = le->color[0] * frac; ent->shaderRGBA[1] = le->color[1] * frac; ent->shaderRGBA[2] = le->color[2] * frac; ent->shaderRGBA[3] = le->color[3] * frac; // add the entity cgi_R_AddRefEntityToScene( ent ); } // create a quad that doesn't use a refEnt. Currently only for use with the DebugNav drawing so it doesn't have to use fx //------------------------------------------ static void CG_AddQuad( localEntity_t *le ) { polyVert_t verts[4]; VectorCopy( le->refEntity.origin, verts[0].xyz ); verts[0].xyz[0] -= le->radius; verts[0].xyz[1] -= le->radius; verts[0].st[0] = 0; verts[0].st[1] = 0; for ( int i = 0; i < 4; i++ ) { verts[i].modulate[0] = le->color[0]; verts[i].modulate[1] = le->color[1]; verts[i].modulate[2] = le->color[2]; verts[i].modulate[3] = le->color[3]; } VectorCopy( le->refEntity.origin, verts[1].xyz ); verts[1].xyz[0] -= le->radius; verts[1].xyz[1] += le->radius; verts[1].st[0] = 0; verts[1].st[1] = 1; VectorCopy( le->refEntity.origin, verts[2].xyz ); verts[2].xyz[0] += le->radius; verts[2].xyz[1] += le->radius; verts[2].st[0] = 1; verts[2].st[1] = 1; VectorCopy( le->refEntity.origin, verts[3].xyz ); verts[3].xyz[0] += le->radius; verts[3].xyz[1] -= le->radius; verts[3].st[0] = 1; verts[3].st[1] = 0; cgi_R_AddPolyToScene( le->refEntity.customShader, 4, verts ); } // create a sprite that doesn't use a refEnt. Currently only for use with the DebugNav drawing so it doesn't have to use fx //------------------------------------------ static void CG_AddSprite( localEntity_t *le ) { polyVert_t verts[4]; VectorCopy( le->refEntity.origin, verts[0].xyz ); VectorMA( verts[0].xyz, -le->radius, cg.refdef.viewaxis[2], verts[0].xyz ); VectorMA( verts[0].xyz, -le->radius, cg.refdef.viewaxis[1], verts[0].xyz ); verts[0].st[0] = 0; verts[0].st[1] = 0; for ( int i = 0; i < 4; i++ ) { verts[i].modulate[0] = le->color[0]; verts[i].modulate[1] = le->color[1]; verts[i].modulate[2] = le->color[2]; verts[i].modulate[3] = le->color[3]; } VectorCopy( le->refEntity.origin, verts[1].xyz ); VectorMA( verts[1].xyz, -le->radius, cg.refdef.viewaxis[2], verts[1].xyz ); VectorMA( verts[1].xyz, le->radius, cg.refdef.viewaxis[1], verts[1].xyz ); verts[1].st[0] = 0; verts[1].st[1] = 1; VectorCopy( le->refEntity.origin, verts[2].xyz ); VectorMA( verts[2].xyz, le->radius, cg.refdef.viewaxis[2], verts[2].xyz ); VectorMA( verts[2].xyz, le->radius, cg.refdef.viewaxis[1], verts[2].xyz ); verts[2].st[0] = 1; verts[2].st[1] = 1; VectorCopy( le->refEntity.origin, verts[3].xyz ); VectorMA( verts[3].xyz, le->radius, cg.refdef.viewaxis[2], verts[3].xyz ); VectorMA( verts[3].xyz, -le->radius, cg.refdef.viewaxis[1], verts[3].xyz ); verts[3].st[0] = 1; verts[3].st[1] = 0; cgi_R_AddPolyToScene( le->refEntity.customShader, 4, verts ); } /* =================== CG_AddLine for beams and the like. =================== */ void CG_AddLine( localEntity_t *le ) { refEntity_t *re; re = &le->refEntity; re->reType = RT_LINE; cgi_R_AddRefEntityToScene( re ); } //============================================================================== /* =================== CG_AddLocalEntities =================== */ void CG_AddLocalEntities( void ) { localEntity_t *le, *next; // walk the list backwards, so any new local entities generated // (trails, marks, etc) will be present this frame le = cg_activeLocalEntities.prev; for ( ; le != &cg_activeLocalEntities ; le = next ) { // grab next now, so if the local entity is freed we // still have it next = le->prev; if ( cg.time >= le->endTime ) { CG_FreeLocalEntity( le ); continue; } switch ( le->leType ) { default: CG_Error( "Bad leType: %i", le->leType ); break; case LE_MARK: break; case LE_FADE_MODEL: CG_AddFadeModel( le ); break; case LE_FADE_SCALE_MODEL: CG_AddFadeScaleModel( le ); break; case LE_FRAGMENT: CG_AddFragment( le ); break; case LE_PUFF: CG_AddPuff( le ); break; case LE_FADE_RGB: // teleporters, railtrails CG_AddFadeRGB( le ); break; case LE_LIGHT: CG_AddLocalLight( le ); break; case LE_LINE: // oriented lines for FX CG_AddLine( le ); break; // Use for debug only case LE_QUAD: CG_AddQuad( le ); break; case LE_SPRITE: CG_AddSprite( le ); } } }