jedi-academy/codemp/renderer/tr_WorldEffects.cpp
2013-04-26 22:27:20 +10:00

2020 lines
51 KiB
C++

////////////////////////////////////////////////////////////////////////////////////////
// RAVEN SOFTWARE - STAR WARS: JK II
// (c) 2002 Activision
//
// World Effects
//
//
////////////////////////////////////////////////////////////////////////////////////////
#include "../qcommon/exe_headers.h"
#pragma warning( disable : 4512 )
// Returns a float min <= x < max (exclusive; will get max - 0.00001; but never max)
inline float WE_flrand(float min, float max) {
return ((rand() * (max - min)) / (RAND_MAX+1)) + min;
}
////////////////////////////////////////////////////////////////////////////////////////
// Externs & Fwd Decl.
////////////////////////////////////////////////////////////////////////////////////////
extern qboolean ParseVector( const char **text, int count, float *v );
extern void SetViewportAndScissor( void );
////////////////////////////////////////////////////////////////////////////////////////
// Includes
////////////////////////////////////////////////////////////////////////////////////////
#include "tr_local.h"
#include "tr_WorldEffects.h"
#include "../Ravl/CVec.h"
#include "../Ratl/vector_vs.h"
#include "../Ratl/bits_vs.h"
#ifdef _XBOX
#include "../win32/glw_win_dx8.h"
#else
#include "glext.h"
#endif
////////////////////////////////////////////////////////////////////////////////////////
// Defines
////////////////////////////////////////////////////////////////////////////////////////
#define GLS_ALPHA (GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA)
#define MAX_WIND_ZONES 10
#define MAX_WEATHER_ZONES 10
#define MAX_PUFF_SYSTEMS 2
#define MAX_PARTICLE_CLOUDS 5
#ifdef _XBOX
#define POINTCACHE_CELL_SIZE 96.0f
// Note to Vv:
// you guys may want to look into lowering that number. I've optimized the storage
// space by breaking it up into small boxes (weather zones) around the areas we care about
// in order to speed up load time and reduce memory. A very high number here will mean
// that weather related effects like rain, fog, snow, etc will bleed through to where
// they shouldn't...
#else
#define POINTCACHE_CELL_SIZE 96.0f
#endif
////////////////////////////////////////////////////////////////////////////////////////
// Globals
////////////////////////////////////////////////////////////////////////////////////////
float mMillisecondsElapsed = 0;
float mSecondsElapsed = 0;
bool mFrozen = false;
CVec3 mGlobalWindVelocity;
CVec3 mGlobalWindDirection;
float mGlobalWindSpeed;
int mParticlesRendered;
////////////////////////////////////////////////////////////////////////////////////////
// Handy Functions
////////////////////////////////////////////////////////////////////////////////////////
inline void VectorFloor(vec3_t in)
{
in[0] = floorf(in[0]);
in[1] = floorf(in[1]);
in[2] = floorf(in[2]);
}
inline void VectorCeil(vec3_t in)
{
in[0] = ceilf(in[0]);
in[1] = ceilf(in[1]);
in[2] = ceilf(in[2]);
}
inline float FloatRand(void)
{
return ((float)rand() / (float)RAND_MAX);
}
inline void SnapFloatToGrid(float& f, int GridSize)
{
f = (int)(f);
bool fNeg = (f<0);
if (fNeg)
{
f *= -1; // Temporarly make it positive
}
int Offset = ((int)(f) % (int)(GridSize));
int OffsetAbs = abs(Offset);
if (OffsetAbs>(GridSize/2))
{
Offset = (GridSize - OffsetAbs) * -1;
}
f -= Offset;
if (fNeg)
{
f *= -1; // Put It Back To Negative
}
f = (int)(f);
assert(((int)(f)%(int)(GridSize)) == 0);
}
inline void SnapVectorToGrid(CVec3& Vec, int GridSize)
{
SnapFloatToGrid(Vec[0], GridSize);
SnapFloatToGrid(Vec[1], GridSize);
SnapFloatToGrid(Vec[2], GridSize);
}
////////////////////////////////////////////////////////////////////////////////////////
// Range Structures
////////////////////////////////////////////////////////////////////////////////////////
struct SVecRange
{
CVec3 mMins;
CVec3 mMaxs;
inline void Clear()
{
mMins.Clear();
mMaxs.Clear();
}
inline void Pick(CVec3& V)
{
V[0] = WE_flrand(mMins[0], mMaxs[0]);
V[1] = WE_flrand(mMins[1], mMaxs[1]);
V[2] = WE_flrand(mMins[2], mMaxs[2]);
}
inline void Wrap(CVec3& V, SVecRange &spawnRange)
{
if (V[0]<mMins[0])
{
const float d = mMins[0]-V[0];
V[0] = mMaxs[0]-fmod(d, mMaxs[0]-mMins[0]);
}
if (V[0]>mMaxs[0])
{
const float d = V[0]-mMaxs[0];
V[0] = mMins[0]+fmod(d, mMaxs[0]-mMins[0]);
}
if (V[1]<mMins[1])
{
const float d = mMins[1]-V[1];
V[1] = mMaxs[1]-fmod(d, mMaxs[1]-mMins[1]);
}
if (V[1]>mMaxs[1])
{
const float d = V[1]-mMaxs[1];
V[1] = mMins[1]+fmod(d, mMaxs[1]-mMins[1]);
}
if (V[2]<mMins[2])
{
const float d = mMins[2]-V[2];
V[2] = mMaxs[2]-fmod(d, mMaxs[2]-mMins[2]);
}
if (V[2]>mMaxs[2])
{
const float d = V[2]-mMaxs[2];
V[2] = mMins[2]+fmod(d, mMaxs[2]-mMins[2]);
}
}
inline bool In(const CVec3& V)
{
return (V>mMins && V<mMaxs);
}
};
struct SFloatRange
{
float mMin;
float mMax;
inline void Clear()
{
mMin = 0;
mMin = 0;
}
inline void Pick(float& V)
{
V = WE_flrand(mMin, mMax);
}
inline bool In(const float& V)
{
return (V>mMin && V<mMax);
}
};
struct SIntRange
{
int mMin;
int mMax;
inline void Clear()
{
mMin = 0;
mMin = 0;
}
inline void Pick(int& V)
{
V = Q_irand(mMin, mMax);
}
inline bool In(const int& V)
{
return (V>mMin && V<mMax);
}
};
////////////////////////////////////////////////////////////////////////////////////////
// The Particle Class
////////////////////////////////////////////////////////////////////////////////////////
class CWeatherParticle
{
public:
enum
{
FLAG_RENDER = 0,
FLAG_FADEIN,
FLAG_FADEOUT,
FLAG_RESPAWN,
FLAG_MAX
};
typedef ratl::bits_vs<FLAG_MAX> TFlags;
float mAlpha;
TFlags mFlags;
CVec3 mPosition;
CVec3 mVelocity;
float mMass; // A higher number will more greatly resist force and result in greater gravity
};
////////////////////////////////////////////////////////////////////////////////////////
// The Wind
////////////////////////////////////////////////////////////////////////////////////////
class CWindZone
{
public:
bool mGlobal;
SVecRange mRBounds;
SVecRange mRVelocity;
SIntRange mRDuration;
SIntRange mRDeadTime;
float mMaxDeltaVelocityPerUpdate;
float mChanceOfDeadTime;
CVec3 mCurrentVelocity;
CVec3 mTargetVelocity;
int mTargetVelocityTimeRemaining;
public:
////////////////////////////////////////////////////////////////////////////////////
// Initialize - Will setup default values for all data
////////////////////////////////////////////////////////////////////////////////////
void Initialize()
{
mRBounds.Clear();
mGlobal = true;
mRVelocity.mMins = -1500.0f;
mRVelocity.mMins[2] = -10.0f;
mRVelocity.mMaxs = 1500.0f;
mRVelocity.mMaxs[2] = 10.0f;
mMaxDeltaVelocityPerUpdate = 10.0f;
mRDuration.mMin = 1000;
mRDuration.mMax = 2000;
mChanceOfDeadTime = 0.3f;
mRDeadTime.mMin = 1000;
mRDeadTime.mMax = 3000;
mCurrentVelocity.Clear();
mTargetVelocity.Clear();
mTargetVelocityTimeRemaining = 0;
}
////////////////////////////////////////////////////////////////////////////////////
// Update - Changes wind when current target velocity expires
////////////////////////////////////////////////////////////////////////////////////
void Update()
{
if (mTargetVelocityTimeRemaining==0)
{
if (FloatRand()<mChanceOfDeadTime)
{
mRDeadTime.Pick(mTargetVelocityTimeRemaining);
mTargetVelocity.Clear();
}
else
{
mRDuration.Pick(mTargetVelocityTimeRemaining);
mRVelocity.Pick(mTargetVelocity);
}
}
else if (mTargetVelocityTimeRemaining!=-1)
{
mTargetVelocityTimeRemaining--;
CVec3 DeltaVelocity(mTargetVelocity - mCurrentVelocity);
float DeltaVelocityLen = VectorNormalize(DeltaVelocity.v);
if (DeltaVelocityLen > mMaxDeltaVelocityPerUpdate)
{
DeltaVelocityLen = mMaxDeltaVelocityPerUpdate;
}
DeltaVelocity *= (DeltaVelocityLen);
mCurrentVelocity += DeltaVelocity;
}
}
};
ratl::vector_vs<CWindZone, MAX_WIND_ZONES> mWindZones;
bool R_GetWindVector(vec3_t windVector)
{
VectorCopy(mGlobalWindDirection.v, windVector);
return true;
}
bool R_GetWindSpeed(float &windSpeed)
{
windSpeed = mGlobalWindSpeed;
return true;
}
bool R_GetWindGusting()
{
return (mGlobalWindSpeed>1000.0f);
}
////////////////////////////////////////////////////////////////////////////////////////
// Outside Point Cache
////////////////////////////////////////////////////////////////////////////////////////
class COutside
{
public:
////////////////////////////////////////////////////////////////////////////////////
//Global Public Outside Variables
////////////////////////////////////////////////////////////////////////////////////
bool mOutsideShake;
float mOutsidePain;
private:
////////////////////////////////////////////////////////////////////////////////////
// The Outside Cache
////////////////////////////////////////////////////////////////////////////////////
bool mCacheInit; // Has It Been Cached?
struct SWeatherZone
{
static bool mMarkedOutside;
ulong* mPointCache;
SVecRange mExtents;
SVecRange mSize;
int mWidth;
int mHeight;
int mDepth;
////////////////////////////////////////////////////////////////////////////////////
// Convert To Cell
////////////////////////////////////////////////////////////////////////////////////
inline void ConvertToCell(const CVec3& pos, int& x, int& y, int& z, int& bit)
{
x = (int)((pos[0] / POINTCACHE_CELL_SIZE) - mSize.mMins[0]);
y = (int)((pos[1] / POINTCACHE_CELL_SIZE) - mSize.mMins[1]);
z = (int)((pos[2] / POINTCACHE_CELL_SIZE) - mSize.mMins[2]);
bit = (z & 31);
z >>= 5;
}
////////////////////////////////////////////////////////////////////////////////////
// CellOutside - Test to see if a given cell is outside
////////////////////////////////////////////////////////////////////////////////////
inline bool CellOutside(int x, int y, int z, int bit)
{
if ((x < 0 || x >= mWidth) || (y < 0 || y >= mHeight) || (z < 0 || z >= mDepth) || (bit < 0 || bit >= 32))
{
return !(mMarkedOutside);
}
return (mMarkedOutside==(!!(mPointCache[((z * mWidth * mHeight) + (y * mWidth) + x)]&(1 << bit))));
}
};
ratl::vector_vs<SWeatherZone, MAX_WEATHER_ZONES> mWeatherZones;
private:
////////////////////////////////////////////////////////////////////////////////////
// Iteration Variables
////////////////////////////////////////////////////////////////////////////////////
int mWCells;
int mHCells;
int mXCell;
int mYCell;
int mZBit;
int mXMax;
int mYMax;
int mZMax;
private:
////////////////////////////////////////////////////////////////////////////////////
// Contents Outside
////////////////////////////////////////////////////////////////////////////////////
inline bool ContentsOutside(int contents)
{
if (contents&CONTENTS_WATER || contents&CONTENTS_SOLID)
{
return false;
}
if (mCacheInit)
{
if (SWeatherZone::mMarkedOutside)
{
return (!!(contents&CONTENTS_OUTSIDE));
}
return (!(contents&CONTENTS_INSIDE));
}
return !!(contents&CONTENTS_OUTSIDE);
}
public:
////////////////////////////////////////////////////////////////////////////////////
// Constructor - Will setup default values for all data
////////////////////////////////////////////////////////////////////////////////////
void Reset()
{
mOutsideShake = false;
mOutsidePain = 0.0;
mCacheInit = false;
SWeatherZone::mMarkedOutside = false;
for (int wz=0; wz<mWeatherZones.size(); wz++)
{
Z_Free(mWeatherZones[wz].mPointCache);
mWeatherZones[wz].mPointCache = 0;
}
mWeatherZones.clear();
}
COutside()
{
Reset();
}
~COutside()
{
Reset();
}
bool Initialized()
{
return mCacheInit;
}
////////////////////////////////////////////////////////////////////////////////////
// AddWeatherZone - Will add a zone of mins and maxes
////////////////////////////////////////////////////////////////////////////////////
void AddWeatherZone(vec3_t mins, vec3_t maxs)
{
if (!mWeatherZones.full())
{
SWeatherZone& Wz = mWeatherZones.push_back();
Wz.mExtents.mMins = mins;
Wz.mExtents.mMaxs = maxs;
SnapVectorToGrid(Wz.mExtents.mMins, POINTCACHE_CELL_SIZE);
SnapVectorToGrid(Wz.mExtents.mMaxs, POINTCACHE_CELL_SIZE);
Wz.mSize.mMins = Wz.mExtents.mMins;
Wz.mSize.mMaxs = Wz.mExtents.mMaxs;
Wz.mSize.mMins /= POINTCACHE_CELL_SIZE;
Wz.mSize.mMaxs /= POINTCACHE_CELL_SIZE;
Wz.mWidth = (int)(Wz.mSize.mMaxs[0] - Wz.mSize.mMins[0]);
Wz.mHeight = (int)(Wz.mSize.mMaxs[1] - Wz.mSize.mMins[1]);
Wz.mDepth = ((int)(Wz.mSize.mMaxs[2] - Wz.mSize.mMins[2]) + 31) >> 5;
int arraySize = (Wz.mWidth * Wz.mHeight * Wz.mDepth);
Wz.mPointCache = (ulong *)Z_Malloc(arraySize*sizeof(ulong), TAG_POINTCACHE, qtrue);
}
}
////////////////////////////////////////////////////////////////////////////////////
// Cache - Will Scan the World, Creating The Cache
////////////////////////////////////////////////////////////////////////////////////
void Cache()
{
if (!tr.world || mCacheInit)
{
return;
}
CVec3 CurPos;
CVec3 Size;
CVec3 Mins;
int x, y, z, q, zbase;
bool curPosOutside;
ulong contents;
ulong bit;
// Record The Extents Of The World Incase No Other Weather Zones Exist
//---------------------------------------------------------------------
if (!mWeatherZones.size())
{
Com_Printf("WARNING: No Weather Zones Encountered");
AddWeatherZone(tr.world->bmodels[0].bounds[0], tr.world->bmodels[0].bounds[1]);
}
// Iterate Over All Weather Zones
//--------------------------------
for (int zone=0; zone<mWeatherZones.size(); zone++)
{
SWeatherZone wz = mWeatherZones[zone];
// Make Sure Point Contents Checks Occur At The CENTER Of The Cell
//-----------------------------------------------------------------
Mins = wz.mExtents.mMins;
for (x=0; x<3; x++)
{
Mins[x] += (POINTCACHE_CELL_SIZE/2);
}
// Start Scanning
//----------------
for(z = 0; z < wz.mDepth; z++)
{
for(q = 0; q < 32; q++)
{
bit = (1 << q);
zbase = (z << 5);
for(x = 0; x < wz.mWidth; x++)
{
for(y = 0; y < wz.mHeight; y++)
{
CurPos[0] = x * POINTCACHE_CELL_SIZE;
CurPos[1] = y * POINTCACHE_CELL_SIZE;
CurPos[2] = (zbase + q) * POINTCACHE_CELL_SIZE;
CurPos += Mins;
contents = CM_PointContents(CurPos.v, 0);
if (contents&CONTENTS_INSIDE || contents&CONTENTS_OUTSIDE)
{
curPosOutside = ((contents&CONTENTS_OUTSIDE)!=0);
if (!mCacheInit)
{
mCacheInit = true;
SWeatherZone::mMarkedOutside = curPosOutside;
}
else if (SWeatherZone::mMarkedOutside!=curPosOutside)
{
assert(0);
Com_Error (ERR_DROP, "Weather Effect: Both Indoor and Outdoor brushs encountered in map.\n" );
return;
}
// Mark The Point
//----------------
wz.mPointCache[((z * wz.mWidth * wz.mHeight) + (y * wz.mWidth) + x)] |= bit;
}
}// for (y)
}// for (x)
}// for (q)
}// for (z)
}
// If no indoor or outdoor brushes were found
//--------------------------------------------
if (!mCacheInit)
{
mCacheInit = true;
SWeatherZone::mMarkedOutside = false; // Assume All Is Outside, Except Solid
}
}
public:
////////////////////////////////////////////////////////////////////////////////////
// PointOutside - Test to see if a given point is outside
////////////////////////////////////////////////////////////////////////////////////
inline bool PointOutside(const CVec3& pos)
{
if (!mCacheInit)
{
return ContentsOutside(CM_PointContents(pos.v, 0));
}
for (int zone=0; zone<mWeatherZones.size(); zone++)
{
SWeatherZone wz = mWeatherZones[zone];
if (wz.mExtents.In(pos))
{
int bit, x, y, z;
wz.ConvertToCell(pos, x, y, z, bit);
return wz.CellOutside(x, y, z, bit);
}
}
return !(SWeatherZone::mMarkedOutside);
}
////////////////////////////////////////////////////////////////////////////////////
// PointOutside - Test to see if a given bounded plane is outside
////////////////////////////////////////////////////////////////////////////////////
inline bool PointOutside(const CVec3& pos, float width, float height)
{
for (int zone=0; zone<mWeatherZones.size(); zone++)
{
SWeatherZone wz = mWeatherZones[zone];
if (wz.mExtents.In(pos))
{
int bit, x, y, z;
wz.ConvertToCell(pos, x, y, z, bit);
if (width<POINTCACHE_CELL_SIZE || height<POINTCACHE_CELL_SIZE)
{
return (wz.CellOutside(x, y, z, bit));
}
mWCells = ((int)width / POINTCACHE_CELL_SIZE);
mHCells = ((int)height / POINTCACHE_CELL_SIZE);
mXMax = x + mWCells;
mYMax = y + mWCells;
mZMax = bit + mHCells;
for (mXCell=x-mWCells; mXCell<=mXMax; mXCell++)
{
for (mYCell=y-mWCells; mYCell<=mYMax; mYCell++)
{
for (mZBit=bit-mHCells; mZBit<=mZMax; mZBit++)
{
if (!wz.CellOutside(mXCell, mYCell, z, mZBit))
{
return false;
}
}
}
}
return true;
}
}
return !(SWeatherZone::mMarkedOutside);
}
};
COutside mOutside;
bool COutside::SWeatherZone::mMarkedOutside = false;
void R_AddWeatherZone(vec3_t mins, vec3_t maxs)
{
mOutside.AddWeatherZone(mins, maxs);
}
bool R_IsOutside(vec3_t pos)
{
return mOutside.PointOutside(pos);
}
bool R_IsShaking()
{
return (mOutside.mOutsideShake && mOutside.PointOutside(backEnd.viewParms.ori.origin));
}
float R_IsOutsideCausingPain(vec3_t pos)
{
return (mOutside.mOutsidePain && mOutside.PointOutside(pos));
}
#ifdef _XBOX
static void pointBegin(GLint verts, float size)
{
assert(!glw_state->inDrawBlock);
// start the draw block
glw_state->inDrawBlock = true;
glw_state->primitiveMode = D3DPT_POINTLIST;
// update DX with any pending state changes
glw_state->drawStride = 4;
DWORD mask = D3DFVF_XYZ | D3DFVF_DIFFUSE;
glw_state->device->SetVertexShader(mask);
glw_state->shaderMask = mask;
if(glw_state->matricesDirty[glwstate_t::MatrixMode_Model])
{
glw_state->device->SetTransform(D3DTS_VIEW,
glw_state->matrixStack[glwstate_t::MatrixMode_Model]->GetTop());
glw_state->matricesDirty[glwstate_t::MatrixMode_Model] = false;
}
// Update the texture and states
// NOTE: Point sprites ALWAYS go on texture stage 3
glwstate_t::texturexlat_t::iterator it = glw_state->textureXlat.find(glw_state->currentTexture[0]);
glw_state->device->SetTexture( 3, it->second.mipmap );
glw_state->device->SetTextureStageState(3, D3DTSS_COLOROP, glw_state->textureEnv[0]);
glw_state->device->SetTextureStageState(3, D3DTSS_COLORARG1, D3DTA_TEXTURE);
glw_state->device->SetTextureStageState(3, D3DTSS_COLORARG2, D3DTA_CURRENT);
glw_state->device->SetTextureStageState(3, D3DTSS_ALPHAOP, glw_state->textureEnv[0]);
glw_state->device->SetTextureStageState(3, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
glw_state->device->SetTextureStageState(3, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
glw_state->device->SetTextureStageState(3, D3DTSS_MAXANISOTROPY, it->second.anisotropy);
glw_state->device->SetTextureStageState(3, D3DTSS_MINFILTER, it->second.minFilter);
glw_state->device->SetTextureStageState(3, D3DTSS_MIPFILTER, it->second.mipFilter);
glw_state->device->SetTextureStageState(3, D3DTSS_MAGFILTER, it->second.magFilter);
glw_state->device->SetTextureStageState(3, D3DTSS_ADDRESSU, it->second.wrapU);
glw_state->device->SetTextureStageState(3, D3DTSS_ADDRESSV, it->second.wrapV);
glw_state->device->SetTexture( 0, NULL );
glw_state->device->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_DISABLE );
float attena = 1.0f, attenb = 0.0f, attenc = 0.0004f;
glw_state->device->SetRenderState( D3DRS_POINTSPRITEENABLE, TRUE );
glw_state->device->SetRenderState( D3DRS_POINTSCALEENABLE, TRUE );
glw_state->device->SetRenderState( D3DRS_POINTSIZE, *((DWORD*)&size) );
glw_state->device->SetRenderState( D3DRS_POINTSIZE_MIN, *((DWORD*)&attenb));
glw_state->device->SetRenderState( D3DRS_POINTSCALE_A, *((DWORD*)&attena) );
glw_state->device->SetRenderState( D3DRS_POINTSCALE_B, *((DWORD*)&attenb) );
glw_state->device->SetRenderState( D3DRS_POINTSCALE_C, *((DWORD*)&attenc) );
// set vertex counters
glw_state->numVertices = 0;
glw_state->totalVertices = verts;
int max = glw_state->totalVertices;
if (max > 2040 / glw_state->drawStride)
{
max = 2040 / glw_state->drawStride;
}
glw_state->maxVertices = max;
// open a draw packet
int num_packets;
if(verts == 0) {
num_packets = 1;
} else {
num_packets = (verts / glw_state->maxVertices) + (!!(verts % glw_state->maxVertices));
}
int cmd_size = num_packets * 3;
int vert_size = glw_state->drawStride * verts;
glw_state->device->BeginPush(vert_size + cmd_size + 2,
&glw_state->drawArray);
glw_state->drawArray[0] = D3DPUSH_ENCODE(D3DPUSH_SET_BEGIN_END, 1);
glw_state->drawArray[1] = glw_state->primitiveMode;
glw_state->drawArray[2] = D3DPUSH_ENCODE(
D3DPUSH_NOINCREMENT_FLAG|D3DPUSH_INLINE_ARRAY,
glw_state->drawStride * glw_state->maxVertices);
glw_state->drawArray += 3;
}
static void pointEnd()
{
glw_state->device->SetRenderState( D3DRS_POINTSPRITEENABLE, FALSE );
glw_state->device->SetRenderState( D3DRS_POINTSCALEENABLE, FALSE );
glw_state->device->SetTexture( 3, NULL );
glw_state->device->SetTextureStageState( 3, D3DTSS_COLOROP, D3DTOP_DISABLE );
}
#endif // _XBOX
////////////////////////////////////////////////////////////////////////////////////////
// Particle Cloud
////////////////////////////////////////////////////////////////////////////////////////
class CWeatherParticleCloud
{
private:
////////////////////////////////////////////////////////////////////////////////////
// DYNAMIC MEMORY
////////////////////////////////////////////////////////////////////////////////////
image_t* mImage;
CWeatherParticle* mParticles;
private:
////////////////////////////////////////////////////////////////////////////////////
// RUN TIME VARIANTS
////////////////////////////////////////////////////////////////////////////////////
float mSpawnSpeed;
CVec3 mSpawnPlaneNorm;
CVec3 mSpawnPlaneRight;
CVec3 mSpawnPlaneUp;
SVecRange mRange;
CVec3 mCameraPosition;
CVec3 mCameraForward;
CVec3 mCameraLeft;
CVec3 mCameraDown;
CVec3 mCameraLeftPlusUp;
CVec3 mCameraLeftMinusUp;
int mParticleCountRender;
int mGLModeEnum;
bool mPopulated;
public:
////////////////////////////////////////////////////////////////////////////////////
// CONSTANTS
////////////////////////////////////////////////////////////////////////////////////
bool mOrientWithVelocity;
float mSpawnPlaneSize;
float mSpawnPlaneDistance;
SVecRange mSpawnRange;
float mGravity; // How much gravity affects the velocity of a particle
CVec4 mColor; // RGBA color
int mVertexCount; // 3 for triangle, 4 for quad, other numbers not supported
float mWidth;
float mHeight;
int mBlendMode; // 0 = ALPHA, 1 = SRC->SRC
int mFilterMode; // 0 = LINEAR, 1 = NEAREST
float mFade; // How much to fade in and out 1.0 = instant, 0.01 = very slow
SFloatRange mRotation;
float mRotationDelta;
float mRotationDeltaTarget;
float mRotationCurrent;
SIntRange mRotationChangeTimer;
int mRotationChangeNext;
SFloatRange mMass; // Determines how slowness to accelerate, higher number = slower
float mFrictionInverse; // How much air friction does this particle have 1.0=none, 0.0=nomove
int mParticleCount;
bool mWaterParticles;
public:
////////////////////////////////////////////////////////////////////////////////////
// Initialize - Create Image, Particles, And Setup All Values
////////////////////////////////////////////////////////////////////////////////////
void Initialize(int count, const char* texturePath, int VertexCount=4)
{
Reset();
assert(mParticleCount==0 && mParticles==0);
assert(mImage==0);
// Create The Image
//------------------
mImage = R_FindImageFile(texturePath, qfalse, qfalse, qfalse, GL_CLAMP);
if (!mImage)
{
Com_Error(ERR_DROP, "CWeatherParticleCloud: Could not texture %s", texturePath);
}
GL_Bind(mImage);
// Create The Particles
//----------------------
mParticleCount = count;
mParticles = new CWeatherParticle[mParticleCount];
CWeatherParticle* part=0;
for (int particleNum=0; particleNum<mParticleCount; particleNum++)
{
part = &(mParticles[particleNum]);
part->mPosition.Clear();
part->mVelocity.Clear();
part->mAlpha = 0.0f;
mMass.Pick(part->mMass);
}
mVertexCount = VertexCount;
#ifdef _XBOX
if(mVertexCount == 1)
mGLModeEnum = GL_POINTS;
else
#endif
mGLModeEnum = (mVertexCount==3)?(GL_TRIANGLES):(GL_QUADS);
}
////////////////////////////////////////////////////////////////////////////////////
// Reset - Initializes all data to default values
////////////////////////////////////////////////////////////////////////////////////
void Reset()
{
if (mImage)
{
// TODO: Free Image?
}
mImage = 0;
if (mParticleCount)
{
delete [] mParticles;
}
mParticleCount = 0;
mParticles = 0;
mPopulated = 0;
// These Are The Default Startup Values For Constant Data
//========================================================
mOrientWithVelocity = false;
mWaterParticles = false;
mSpawnPlaneDistance = 500;
mSpawnPlaneSize = 500;
mSpawnRange.mMins = -(mSpawnPlaneDistance*1.25f);
mSpawnRange.mMaxs = (mSpawnPlaneDistance*1.25f);
mGravity = 300.0f; // Units Per Second
mColor = 1.0f;
mVertexCount = 4;
mWidth = 1.0f;
mHeight = 1.0f;
mBlendMode = 0;
mFilterMode = 0;
mFade = 10.0f;
mRotation.Clear();
mRotationDelta = 0.0f;
mRotationDeltaTarget= 0.0f;
mRotationCurrent = 0.0f;
mRotationChangeNext = -1;
mRotation.mMin = -0.7f;
mRotation.mMax = 0.7f;
mRotationChangeTimer.mMin = 500;
mRotationChangeTimer.mMin = 2000;
mMass.mMin = 5.0f;
mMass.mMax = 10.0f;
mFrictionInverse = 0.7f; // No Friction?
}
////////////////////////////////////////////////////////////////////////////////////
// Constructor - Will setup default values for all data
////////////////////////////////////////////////////////////////////////////////////
CWeatherParticleCloud()
{
mImage = 0;
mParticleCount = 0;
Reset();
}
////////////////////////////////////////////////////////////////////////////////////
// Initialize - Will setup default values for all data
////////////////////////////////////////////////////////////////////////////////////
~CWeatherParticleCloud()
{
Reset();
}
////////////////////////////////////////////////////////////////////////////////////
// UseSpawnPlane - Check To See If We Should Spawn On A Plane, Or Just Wrap The Box
////////////////////////////////////////////////////////////////////////////////////
inline bool UseSpawnPlane()
{
return (mGravity!=0.0f);
}
////////////////////////////////////////////////////////////////////////////////////
// Update - Applies All Physics Forces To All Contained Particles
////////////////////////////////////////////////////////////////////////////////////
void Update()
{
CWeatherParticle* part=0;
CVec3 partForce;
CVec3 partMoved;
CVec3 partToCamera;
bool partRendering;
bool partOutside;
bool partInRange;
bool partInView;
int particleNum;
float particleFade = (mFade * mSecondsElapsed);
/* TODO: Non Global Wind Zones
CWindZone* wind=0;
int windNum;
int windCount = mWindZones.size();
*/
// Compute Camera
//----------------
{
mCameraPosition = backEnd.viewParms.ori.origin;
mCameraForward = backEnd.viewParms.ori.axis[0];
mCameraLeft = backEnd.viewParms.ori.axis[1];
mCameraDown = backEnd.viewParms.ori.axis[2];
if (mRotationChangeNext!=-1)
{
if (mRotationChangeNext==0)
{
mRotation.Pick(mRotationDeltaTarget);
mRotationChangeTimer.Pick(mRotationChangeNext);
if (mRotationChangeNext<=0)
{
mRotationChangeNext = 1;
}
}
mRotationChangeNext--;
float RotationDeltaDifference = (mRotationDeltaTarget - mRotationDelta);
if (fabsf(RotationDeltaDifference)>0.01)
{
mRotationDelta += RotationDeltaDifference; // Blend To New Delta
}
mRotationCurrent += (mRotationDelta * mSecondsElapsed);
float s = sinf(mRotationCurrent);
float c = cosf(mRotationCurrent);
CVec3 TempCamLeft(mCameraLeft);
mCameraLeft *= (c * mWidth);
mCameraLeft.ScaleAdd(mCameraDown, (s * mWidth * -1.0f));
mCameraDown *= (c * mHeight);
mCameraDown.ScaleAdd(TempCamLeft, (s * mHeight));
}
else
{
mCameraLeft *= mWidth;
mCameraDown *= mHeight;
}
}
// Compute Global Force
//----------------------
CVec3 force;
{
force.Clear();
// Apply Gravity
//---------------
force[2] = -1.0f * mGravity;
// Apply Wind Velocity
//---------------------
force += mGlobalWindVelocity;
}
// Update Range
//--------------
{
mRange.mMins = mCameraPosition + mSpawnRange.mMins;
mRange.mMaxs = mCameraPosition + mSpawnRange.mMaxs;
// If Using A Spawn Plane, Increase The Range Box A Bit To Account For Rotation On The Spawn Plane
//-------------------------------------------------------------------------------------------------
if (UseSpawnPlane())
{
for (int dim=0; dim<3; dim++)
{
if (force[dim]>0.01)
{
mRange.mMins[dim] -= (mSpawnPlaneDistance/2.0f);
}
else if (force[dim]<-0.01)
{
mRange.mMaxs[dim] += (mSpawnPlaneDistance/2.0f);
}
}
mSpawnPlaneNorm = force;
mSpawnSpeed = VectorNormalize(mSpawnPlaneNorm.v);
MakeNormalVectors(mSpawnPlaneNorm.v, mSpawnPlaneRight.v, mSpawnPlaneUp.v);
if (mOrientWithVelocity)
{
mCameraDown = mSpawnPlaneNorm;
mCameraDown *= (mHeight * -1);
}
}
// Optimization For Quad Position Calculation
//--------------------------------------------
if (mVertexCount==4)
{
mCameraLeftPlusUp = (mCameraLeft - mCameraDown);
mCameraLeftMinusUp = (mCameraLeft + mCameraDown);
}
else
{
mCameraLeftPlusUp = (mCameraDown + mCameraLeft); // should really be called mCamera Left + Down
}
}
// Stop All Additional Processing
//--------------------------------
if (mFrozen)
{
return;
}
// Now Update All Particles
//--------------------------
mParticleCountRender = 0;
for (particleNum=0; particleNum<mParticleCount; particleNum++)
{
part = &mParticles[particleNum];
if (!mPopulated)
{
mRange.Pick(part->mPosition); // First Time Spawn Location
}
// Grab The Force And Apply Non Global Wind
//------------------------------------------
partForce = force;
partForce /= part->mMass;
// Apply The Force
//-----------------
part->mVelocity += partForce;
part->mVelocity *= mFrictionInverse;
part->mPosition.ScaleAdd(part->mVelocity, mSecondsElapsed);
partToCamera = (part->mPosition - mCameraPosition);
partRendering = part->mFlags.get_bit(CWeatherParticle::FLAG_RENDER);
partOutside = mOutside.PointOutside(part->mPosition, mWidth, mHeight);
partInRange = mRange.In(part->mPosition);
partInView = (partOutside && partInRange && (partToCamera.Dot(mCameraForward)>0.0f));
// Process Respawn
//-----------------
if (!partInRange && !partRendering)
{
part->mVelocity.Clear();
// Reselect A Position On The Spawn Plane
//----------------------------------------
if (UseSpawnPlane())
{
part->mPosition = mCameraPosition;
part->mPosition -= (mSpawnPlaneNorm* mSpawnPlaneDistance);
part->mPosition += (mSpawnPlaneRight*WE_flrand(-mSpawnPlaneSize, mSpawnPlaneSize));
part->mPosition += (mSpawnPlaneUp* WE_flrand(-mSpawnPlaneSize, mSpawnPlaneSize));
}
// Otherwise, Just Wrap Around To The Other End Of The Range
//-----------------------------------------------------------
else
{
mRange.Wrap(part->mPosition, mSpawnRange);
}
partInRange = true;
}
// Process Fade
//--------------
{
// Start A Fade Out
//------------------
if (partRendering && !partInView)
{
part->mFlags.clear_bit(CWeatherParticle::FLAG_FADEIN);
part->mFlags.set_bit(CWeatherParticle::FLAG_FADEOUT);
}
// Switch From Fade Out To Fade In
//---------------------------------
else if (partRendering && partInView && part->mFlags.get_bit(CWeatherParticle::FLAG_FADEOUT))
{
part->mFlags.set_bit(CWeatherParticle::FLAG_FADEIN);
part->mFlags.clear_bit(CWeatherParticle::FLAG_FADEOUT);
}
// Start A Fade In
//-----------------
else if (!partRendering && partInView)
{
partRendering = true;
part->mAlpha = 0.0f;
part->mFlags.set_bit(CWeatherParticle::FLAG_RENDER);
part->mFlags.set_bit(CWeatherParticle::FLAG_FADEIN);
part->mFlags.clear_bit(CWeatherParticle::FLAG_FADEOUT);
}
// Update Fade
//-------------
if (partRendering)
{
// Update Fade Out
//-----------------
if (part->mFlags.get_bit(CWeatherParticle::FLAG_FADEOUT))
{
part->mAlpha -= particleFade;
if (part->mAlpha<=0.0f)
{
part->mAlpha = 0.0f;
part->mFlags.clear_bit(CWeatherParticle::FLAG_FADEOUT);
part->mFlags.clear_bit(CWeatherParticle::FLAG_FADEIN);
part->mFlags.clear_bit(CWeatherParticle::FLAG_RENDER);
partRendering = false;
}
}
// Update Fade In
//----------------
else if (part->mFlags.get_bit(CWeatherParticle::FLAG_FADEIN))
{
part->mAlpha += particleFade;
if (part->mAlpha>=mColor[3])
{
part->mFlags.clear_bit(CWeatherParticle::FLAG_FADEIN);
part->mAlpha = mColor[3];
}
}
}
}
// Keep Track Of The Number Of Particles To Render
//-------------------------------------------------
if (part->mFlags.get_bit(CWeatherParticle::FLAG_RENDER))
{
mParticleCountRender ++;
}
}
mPopulated = true;
}
////////////////////////////////////////////////////////////////////////////////////
// Render -
////////////////////////////////////////////////////////////////////////////////////
void Render()
{
CWeatherParticle* part=0;
int particleNum;
// Set The GL State And Image Binding
//------------------------------------
GL_State((mBlendMode==0)?(GLS_ALPHA):(GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE));
GL_Bind(mImage);
// Enable And Disable Things
//---------------------------
/*
if (mGLModeEnum==GL_POINTS && qglPointParameteriNV)
{
qglEnable(GL_POINT_SPRITE_NV);
qglPointSize(mWidth);
qglPointParameterfEXT( GL_POINT_SIZE_MIN_EXT, 4.0f );
qglPointParameterfEXT( GL_POINT_SIZE_MAX_EXT, 2047.0f );
qglTexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV, GL_TRUE);
}
else
*/
//FIXME use this extension?
const float attenuation[3] =
{
1, 0.0, 0.0004
};
#ifdef _XBOX
if (mGLModeEnum==GL_POINTS)
{
pointBegin(mParticleCountRender, mWidth);
}
#else
if (mGLModeEnum == GL_POINTS && qglPointParameterfEXT)
{ //fixme use custom parameters but gotta make sure it expects them on same scale first
qglPointSize(10.0);
qglPointParameterfEXT(GL_POINT_SIZE_MIN_EXT, 1.0);
qglPointParameterfEXT(GL_POINT_SIZE_MAX_EXT, 4.0);
qglPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, (float *)attenuation);
}
#endif
else
{
qglEnable(GL_TEXTURE_2D);
//qglDisable(GL_CULL_FACE);
//naughty, you are making the assumption that culling is on when you get here. -rww
GL_Cull(CT_TWO_SIDED);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (mFilterMode==0)?(GL_LINEAR):(GL_NEAREST));
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (mFilterMode==0)?(GL_LINEAR):(GL_NEAREST));
// Setup Matrix Mode And Translation
//-----------------------------------
qglMatrixMode(GL_MODELVIEW);
qglPushMatrix();
#ifdef _XBOX
qglBeginEXT(mGLModeEnum, mParticleCountRender*mVertexCount, mParticleCountRender, 0, mParticleCountRender*mVertexCount, 0);
#endif
}
// Begin
//-------
#ifndef _XBOX
qglBegin(mGLModeEnum);
#endif
for (particleNum=0; particleNum<mParticleCount; particleNum++)
{
part = &(mParticles[particleNum]);
if (!part->mFlags.get_bit(CWeatherParticle::FLAG_RENDER))
{
continue;
}
// Blend Mode Zero -> Apply Alpha Just To Alpha Channel
//------------------------------------------------------
if (mBlendMode==0)
{
qglColor4f(mColor[0], mColor[1], mColor[2], part->mAlpha);
}
// Otherwise Apply Alpha To All Channels
//---------------------------------------
else
{
qglColor4f(mColor[0]*part->mAlpha, mColor[1]*part->mAlpha, mColor[2]*part->mAlpha, mColor[3]*part->mAlpha);
}
// Render A Point
//----------------
if (mGLModeEnum==GL_POINTS)
{
qglVertex3fv(part->mPosition.v);
}
// Render A Triangle
//-------------------
else if (mVertexCount==3)
{
qglTexCoord2f(1.0, 0.0);
qglVertex3f(part->mPosition[0],
part->mPosition[1],
part->mPosition[2]);
qglTexCoord2f(0.0, 1.0);
qglVertex3f(part->mPosition[0] + mCameraLeft[0],
part->mPosition[1] + mCameraLeft[1],
part->mPosition[2] + mCameraLeft[2]);
qglTexCoord2f(0.0, 0.0);
qglVertex3f(part->mPosition[0] + mCameraLeftPlusUp[0],
part->mPosition[1] + mCameraLeftPlusUp[1],
part->mPosition[2] + mCameraLeftPlusUp[2]);
}
// Render A Quad
//---------------
else
{
// Left bottom.
qglTexCoord2f( 0.0, 0.0 );
qglVertex3f(part->mPosition[0] - mCameraLeftMinusUp[0],
part->mPosition[1] - mCameraLeftMinusUp[1],
part->mPosition[2] - mCameraLeftMinusUp[2] );
// Right bottom.
qglTexCoord2f( 1.0, 0.0 );
qglVertex3f(part->mPosition[0] - mCameraLeftPlusUp[0],
part->mPosition[1] - mCameraLeftPlusUp[1],
part->mPosition[2] - mCameraLeftPlusUp[2] );
// Right top.
qglTexCoord2f( 1.0, 1.0 );
qglVertex3f(part->mPosition[0] + mCameraLeftMinusUp[0],
part->mPosition[1] + mCameraLeftMinusUp[1],
part->mPosition[2] + mCameraLeftMinusUp[2] );
// Left top.
qglTexCoord2f( 0.0, 1.0 );
qglVertex3f(part->mPosition[0] + mCameraLeftPlusUp[0],
part->mPosition[1] + mCameraLeftPlusUp[1],
part->mPosition[2] + mCameraLeftPlusUp[2] );
}
}
qglEnd();
if (mGLModeEnum==GL_POINTS)
{
#ifdef _XBOX
pointEnd();
#else
//qglDisable(GL_POINT_SPRITE_NV);
//qglTexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV, GL_FALSE);
#endif
}
else
{
//qglEnable(GL_CULL_FACE);
//you don't need to do this when you are properly setting cull state.
qglPopMatrix();
}
mParticlesRendered += mParticleCountRender;
}
};
ratl::vector_vs<CWeatherParticleCloud, MAX_PARTICLE_CLOUDS> mParticleClouds;
////////////////////////////////////////////////////////////////////////////////////////
// Init World Effects - Will Iterate Over All Particle Clouds, Clear Them Out, And Erase
////////////////////////////////////////////////////////////////////////////////////////
void R_InitWorldEffects(void)
{
srand(Com_Milliseconds());
for (int i=0; i<mParticleClouds.size(); i++)
{
mParticleClouds[i].Reset();
}
mParticleClouds.clear();
mWindZones.clear();
mOutside.Reset();
}
////////////////////////////////////////////////////////////////////////////////////////
// Init World Effects - Will Iterate Over All Particle Clouds, Clear Them Out, And Erase
////////////////////////////////////////////////////////////////////////////////////////
void R_ShutdownWorldEffects(void)
{
R_InitWorldEffects();
}
////////////////////////////////////////////////////////////////////////////////////////
// RB_RenderWorldEffects - If any particle clouds exist, this will update and render them
////////////////////////////////////////////////////////////////////////////////////////
void RB_RenderWorldEffects(void)
{
if (!tr.world ||
(tr.refdef.rdflags & RDF_NOWORLDMODEL) ||
(backEnd.refdef.rdflags & RDF_SKYBOXPORTAL) ||
!mParticleClouds.size())
{ // no world rendering or no world or no particle clouds
return;
}
SetViewportAndScissor();
qglMatrixMode(GL_MODELVIEW);
qglLoadMatrixf(backEnd.viewParms.world.modelMatrix);
// Calculate Elapsed Time For Scale Purposes
//-------------------------------------------
mMillisecondsElapsed = backEnd.refdef.frametime;
if (mMillisecondsElapsed<1)
{
mMillisecondsElapsed = 1.0f;
}
if (mMillisecondsElapsed>1000.0f)
{
mMillisecondsElapsed = 1000.0f;
}
mSecondsElapsed = (mMillisecondsElapsed / 1000.0f);
// Make Sure We Are Always Outside Cached
//----------------------------------------
if (!mOutside.Initialized())
{
mOutside.Cache();
}
else
{
// Update All Wind Zones
//-----------------------
if (!mFrozen)
{
mGlobalWindVelocity.Clear();
for (int wz=0; wz<mWindZones.size(); wz++)
{
mWindZones[wz].Update();
if (mWindZones[wz].mGlobal)
{
mGlobalWindVelocity += mWindZones[wz].mCurrentVelocity;
}
}
mGlobalWindDirection = mGlobalWindVelocity;
mGlobalWindSpeed = VectorNormalize(mGlobalWindDirection.v);
}
// Update All Particle Clouds
//----------------------------
mParticlesRendered = 0;
for (int i=0; i<mParticleClouds.size(); i++)
{
mParticleClouds[i].Update();
mParticleClouds[i].Render();
}
if (false)
{
Com_Printf( "Weather: %d Particles Rendered\n", mParticlesRendered);
}
}
}
void R_WorldEffect_f(void)
{
if (Cvar_VariableIntegerValue("sv_cheats"))
{
char temp[2048];
Cmd_ArgsBuffer(temp, sizeof(temp));
R_WorldEffectCommand(temp);
}
}
void R_WorldEffectCommand(const char *command)
{
if ( !command )
{
return;
}
const char *token;//, *origCommand;
token = COM_ParseExt(&command, qfalse);
if ( !token )
{
return;
}
//Die - clean up the whole weather system -rww
if (Q_strcmpi(token, "die") == 0)
{
R_ShutdownWorldEffects();
return;
}
// Clear - Removes All Particle Clouds And Wind Zones
//----------------------------------------------------
else if (Q_strcmpi(token, "clear") == 0)
{
for (int p=0; p<mParticleClouds.size(); p++)
{
mParticleClouds[p].Reset();
}
mParticleClouds.clear();
mWindZones.clear();
}
// Freeze / UnFreeze - Stops All Particle Motion Updates
//--------------------------------------------------------
else if (Q_strcmpi(token, "freeze") == 0)
{
mFrozen = !mFrozen;
}
// Add a zone
//---------------
else if (Q_strcmpi(token, "zone") == 0)
{
vec3_t mins;
vec3_t maxs;
if (ParseVector(&command, 3, mins) && ParseVector(&command, 3, maxs))
{
mOutside.AddWeatherZone(mins, maxs);
}
}
// Basic Wind
//------------
else if (Q_strcmpi(token, "wind") == 0)
{
if (mWindZones.full())
{
return;
}
CWindZone& nWind = mWindZones.push_back();
nWind.Initialize();
}
// Constant Wind
//---------------
else if (Q_strcmpi(token, "constantwind") == 0)
{
if (mWindZones.full())
{
return;
}
CWindZone& nWind = mWindZones.push_back();
nWind.Initialize();
if (!ParseVector(&command, 3, nWind.mCurrentVelocity.v))
{
nWind.mCurrentVelocity.Clear();
nWind.mCurrentVelocity[1] = 800.0f;
}
nWind.mTargetVelocityTimeRemaining = -1;
}
// Gusting Wind
//--------------
else if (Q_strcmpi(token, "gustingwind") == 0)
{
if (mWindZones.full())
{
return;
}
CWindZone& nWind = mWindZones.push_back();
nWind.Initialize();
nWind.mRVelocity.mMins = -3000.0f;
nWind.mRVelocity.mMins[2] = -100.0f;
nWind.mRVelocity.mMaxs = 3000.0f;
nWind.mRVelocity.mMaxs[2] = 100.0f;
nWind.mMaxDeltaVelocityPerUpdate = 10.0f;
nWind.mRDuration.mMin = 1000;
nWind.mRDuration.mMax = 3000;
nWind.mChanceOfDeadTime = 0.5f;
nWind.mRDeadTime.mMin = 2000;
nWind.mRDeadTime.mMax = 4000;
}
// Create A Rain Storm
//---------------------
else if (Q_strcmpi(token, "lightrain") == 0)
{
if (mParticleClouds.full())
{
return;
}
CWeatherParticleCloud& nCloud = mParticleClouds.push_back();
nCloud.Initialize(500, "gfx/world/rain.jpg", 3);
nCloud.mHeight = 80.0f;
nCloud.mWidth = 1.2f;
nCloud.mGravity = 2000.0f;
nCloud.mFilterMode = 1;
nCloud.mBlendMode = 1;
nCloud.mFade = 100.0f;
nCloud.mColor = 0.5f;
nCloud.mOrientWithVelocity = true;
nCloud.mWaterParticles = true;
}
// Create A Rain Storm
//---------------------
else if (Q_strcmpi(token, "rain") == 0)
{
if (mParticleClouds.full())
{
return;
}
CWeatherParticleCloud& nCloud = mParticleClouds.push_back();
nCloud.Initialize(1000, "gfx/world/rain.jpg", 3);
nCloud.mHeight = 80.0f;
nCloud.mWidth = 1.2f;
nCloud.mGravity = 2000.0f;
nCloud.mFilterMode = 1;
nCloud.mBlendMode = 1;
nCloud.mFade = 100.0f;
nCloud.mColor = 0.5f;
nCloud.mOrientWithVelocity = true;
nCloud.mWaterParticles = true;
}
// Create A Rain Storm
//---------------------
else if (Q_strcmpi(token, "acidrain") == 0)
{
if (mParticleClouds.full())
{
return;
}
CWeatherParticleCloud& nCloud = mParticleClouds.push_back();
nCloud.Initialize(1000, "gfx/world/rain.jpg", 3);
nCloud.mHeight = 80.0f;
nCloud.mWidth = 2.0f;
nCloud.mGravity = 2000.0f;
nCloud.mFilterMode = 1;
nCloud.mBlendMode = 1;
nCloud.mFade = 100.0f;
nCloud.mColor[0] = 0.34f;
nCloud.mColor[1] = 0.70f;
nCloud.mColor[2] = 0.34f;
nCloud.mColor[3] = 0.70f;
nCloud.mOrientWithVelocity = true;
nCloud.mWaterParticles = true;
mOutside.mOutsidePain = 0.1f;
}
// Create A Rain Storm
//---------------------
else if (Q_strcmpi(token, "heavyrain") == 0)
{
if (mParticleClouds.full())
{
return;
}
CWeatherParticleCloud& nCloud = mParticleClouds.push_back();
nCloud.Initialize(1000, "gfx/world/rain.jpg", 3);
nCloud.mHeight = 80.0f;
nCloud.mWidth = 1.2f;
nCloud.mGravity = 2800.0f;
nCloud.mFilterMode = 1;
nCloud.mBlendMode = 1;
nCloud.mFade = 15.0f;
nCloud.mColor = 0.5f;
nCloud.mOrientWithVelocity = true;
nCloud.mWaterParticles = true;
}
// Create A Snow Storm
//---------------------
else if (Q_strcmpi(token, "snow") == 0)
{
if (mParticleClouds.full())
{
return;
}
CWeatherParticleCloud& nCloud = mParticleClouds.push_back();
#ifdef _XBOX
nCloud.Initialize(1000, "gfx/effects/snowflake1.bmp", 1);
#else
nCloud.Initialize(1000, "gfx/effects/snowflake1.bmp");
#endif
nCloud.mBlendMode = 1;
nCloud.mRotationChangeNext = 0;
nCloud.mColor = 0.75f;
nCloud.mWaterParticles = true;
#ifdef _XBOX
nCloud.mWidth = 0.05f;
#endif
}
// Create A Some stuff
//---------------------
else if (Q_strcmpi(token, "spacedust") == 0)
{
int count;
if (mParticleClouds.full())
{
return;
}
token = COM_ParseExt(&command, qfalse);
count = atoi(token);
CWeatherParticleCloud& nCloud = mParticleClouds.push_back();
nCloud.Initialize(count, "gfx/effects/snowpuff1.tga");
nCloud.mHeight = 1.2f;
nCloud.mWidth = 1.2f;
nCloud.mGravity = 0.0f;
nCloud.mBlendMode = 1;
nCloud.mRotationChangeNext = 0;
nCloud.mColor = 0.75f;
nCloud.mWaterParticles = true;
nCloud.mMass.mMax = 30.0f;
nCloud.mMass.mMin = 10.0f;
nCloud.mSpawnRange.mMins[0] = -1500.0f;
nCloud.mSpawnRange.mMins[1] = -1500.0f;
nCloud.mSpawnRange.mMins[2] = -1500.0f;
nCloud.mSpawnRange.mMaxs[0] = 1500.0f;
nCloud.mSpawnRange.mMaxs[1] = 1500.0f;
nCloud.mSpawnRange.mMaxs[2] = 1500.0f;
}
// Create A Sand Storm
//---------------------
else if (Q_strcmpi(token, "sand") == 0)
{
if (mParticleClouds.full())
{
return;
}
CWeatherParticleCloud& nCloud = mParticleClouds.push_back();
nCloud.Initialize(400, "gfx/effects/alpha_smoke2b.tga");
nCloud.mGravity = 0;
nCloud.mWidth = 70;
nCloud.mHeight = 70;
nCloud.mColor[0] = 0.9f;
nCloud.mColor[1] = 0.6f;
nCloud.mColor[2] = 0.0f;
nCloud.mColor[3] = 0.5f;
nCloud.mFade = 5.0f;
nCloud.mMass.mMax = 30.0f;
nCloud.mMass.mMin = 10.0f;
nCloud.mSpawnRange.mMins[2] = -150;
nCloud.mSpawnRange.mMaxs[2] = 150;
nCloud.mRotationChangeNext = 0;
}
// Create Blowing Clouds Of Fog
//------------------------------
else if (Q_strcmpi(token, "fog") == 0)
{
if (mParticleClouds.full())
{
return;
}
CWeatherParticleCloud& nCloud = mParticleClouds.push_back();
nCloud.Initialize(60, "gfx/effects/alpha_smoke2b.tga");
nCloud.mBlendMode = 1;
nCloud.mGravity = 0;
nCloud.mWidth = 70;
nCloud.mHeight = 70;
nCloud.mColor = 0.2f;
nCloud.mFade = 5.0f;
nCloud.mMass.mMax = 30.0f;
nCloud.mMass.mMin = 10.0f;
nCloud.mSpawnRange.mMins[2] = -150;
nCloud.mSpawnRange.mMaxs[2] = 150;
nCloud.mRotationChangeNext = 0;
}
// Create Heavy Rain Particle Cloud
//-----------------------------------
else if (Q_strcmpi(token, "heavyrainfog") == 0)
{
if (mParticleClouds.full())
{
return;
}
CWeatherParticleCloud& nCloud = mParticleClouds.push_back();
nCloud.Initialize(70, "gfx/effects/alpha_smoke2b.tga");
nCloud.mBlendMode = 1;
nCloud.mGravity = 0;
nCloud.mWidth = 100;
nCloud.mHeight = 100;
nCloud.mColor = 0.3f;
nCloud.mFade = 1.0f;
nCloud.mMass.mMax = 10.0f;
nCloud.mMass.mMin = 5.0f;
nCloud.mSpawnRange.mMins = -(nCloud.mSpawnPlaneDistance*1.25f);
nCloud.mSpawnRange.mMaxs = (nCloud.mSpawnPlaneDistance*1.25f);
nCloud.mSpawnRange.mMins[2] = -150;
nCloud.mSpawnRange.mMaxs[2] = 150;
nCloud.mRotationChangeNext = 0;
}
// Create Blowing Clouds Of Fog
//------------------------------
else if (Q_strcmpi(token, "light_fog") == 0)
{
if (mParticleClouds.full())
{
return;
}
CWeatherParticleCloud& nCloud = mParticleClouds.push_back();
nCloud.Initialize(40, "gfx/effects/alpha_smoke2b.tga");
nCloud.mBlendMode = 1;
nCloud.mGravity = 0;
nCloud.mWidth = 100;
nCloud.mHeight = 100;
nCloud.mColor[0] = 0.19f;
nCloud.mColor[1] = 0.6f;
nCloud.mColor[2] = 0.7f;
nCloud.mColor[3] = 0.12f;
nCloud.mFade = 0.10f;
nCloud.mMass.mMax = 30.0f;
nCloud.mMass.mMin = 10.0f;
nCloud.mSpawnRange.mMins[2] = -150;
nCloud.mSpawnRange.mMaxs[2] = 150;
nCloud.mRotationChangeNext = 0;
}
else if (Q_strcmpi(token, "outsideshake") == 0)
{
mOutside.mOutsideShake = !mOutside.mOutsideShake;
}
else if (Q_strcmpi(token, "outsidepain") == 0)
{
mOutside.mOutsidePain = !mOutside.mOutsidePain;
}
else
{
Com_Printf( "Weather Effect: Please enter a valid command.\n" );
Com_Printf( " clear\n" );
Com_Printf( " freeze\n" );
Com_Printf( " zone (mins) (maxs)\n" );
Com_Printf( " wind\n" );
Com_Printf( " constantwind (velocity)\n" );
Com_Printf( " gustingwind\n" );
Com_Printf( " windzone (mins) (maxs) (velocity)\n" );
Com_Printf( " lightrain\n" );
Com_Printf( " rain\n" );
Com_Printf( " acidrain\n" );
Com_Printf( " heavyrain\n" );
Com_Printf( " snow\n" );
Com_Printf( " spacedust\n" );
Com_Printf( " sand\n" );
Com_Printf( " fog\n" );
Com_Printf( " heavyrainfog\n" );
Com_Printf( " light_fog\n" );
Com_Printf( " outsideshake\n" );
Com_Printf( " outsidepain\n" );
}
}
float R_GetChanceOfSaberFizz()
{
float chance = 0.0f;
int numWater = 0;
for (int i=0; i<mParticleClouds.size(); i++)
{
if (mParticleClouds[i].mWaterParticles)
{
chance += (mParticleClouds[i].mGravity/20000.0f);
numWater ++;
}
}
if (numWater)
{
return (chance / numWater);
}
return 0.0f;
}
bool R_IsRaining()
{
return !mParticleClouds.empty();
}
bool R_IsPuffing()
{ //Eh? Don't want surfacesprites to know this?
return false;
}