mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-23 04:33:12 +00:00
2020 lines
51 KiB
C++
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;
|
|
}
|
|
|
|
|
|
|