jedi-academy/codemp/client/FxPrimitives.h
2013-04-23 15:21:39 +10:00

611 lines
No EOL
16 KiB
C++

#if !defined(FX_SYSTEM_H_INC)
#include "FxSystem.h"
#endif
#ifndef FX_PRIMITIVES_H_INC
#define FX_PRIMITIVES_H_INC
#define MAX_EFFECTS 1800
// Generic group flags, used by parser, then get converted to the appropriate specific flags
#define FX_PARM_MASK 0xC // use this to mask off any transition types that use a parm
#define FX_GENERIC_MASK 0xF
#define FX_LINEAR 0x1
#define FX_RAND 0x2
#define FX_NONLINEAR 0x4
#define FX_WAVE 0x8
#define FX_CLAMP 0xC
// Group flags
#define FX_ALPHA_SHIFT 0
#define FX_ALPHA_PARM_MASK 0x0000000C
#define FX_ALPHA_LINEAR 0x00000001
#define FX_ALPHA_RAND 0x00000002
#define FX_ALPHA_NONLINEAR 0x00000004
#define FX_ALPHA_WAVE 0x00000008
#define FX_ALPHA_CLAMP 0x0000000C
#define FX_RGB_SHIFT 4
#define FX_RGB_PARM_MASK 0x000000C0
#define FX_RGB_LINEAR 0x00000010
#define FX_RGB_RAND 0x00000020
#define FX_RGB_NONLINEAR 0x00000040
#define FX_RGB_WAVE 0x00000080
#define FX_RGB_CLAMP 0x000000C0
#define FX_SIZE_SHIFT 8
#define FX_SIZE_PARM_MASK 0x00000C00
#define FX_SIZE_LINEAR 0x00000100
#define FX_SIZE_RAND 0x00000200
#define FX_SIZE_NONLINEAR 0x00000400
#define FX_SIZE_WAVE 0x00000800
#define FX_SIZE_CLAMP 0x00000C00
#define FX_LENGTH_SHIFT 12
#define FX_LENGTH_PARM_MASK 0x0000C000
#define FX_LENGTH_LINEAR 0x00001000
#define FX_LENGTH_RAND 0x00002000
#define FX_LENGTH_NONLINEAR 0x00004000
#define FX_LENGTH_WAVE 0x00008000
#define FX_LENGTH_CLAMP 0x0000C000
#define FX_SIZE2_SHIFT 16
#define FX_SIZE2_PARM_MASK 0x000C0000
#define FX_SIZE2_LINEAR 0x00010000
#define FX_SIZE2_RAND 0x00020000
#define FX_SIZE2_NONLINEAR 0x00040000
#define FX_SIZE2_WAVE 0x00080000
#define FX_SIZE2_CLAMP 0x000C0000
// Shared flag--these flags, at first glance would appear to be shared, but are safe. I'd rather not do this, but as you can see, features flags are currently all accounted for
#define FX_PAPER_PHYSICS 0x00010000 // emitters ONLY. shared with FX_SIZE_2_LINEAR
#define FX_LOCALIZED_FLASH 0x00010000 // full screen flashes ONLY. shared with FX_SIZE_2_LINEAR
#define FX_PLAYER_VIEW 0x00010000 // player view effects ONLY. shared with FX_SIZE_2_LINEAR
// Feature flags
#define FX_DEPTH_HACK 0x00100000
#define FX_RELATIVE 0x00200000
#define FX_SET_SHADER_TIME 0x00400000
#define FX_EXPENSIVE_PHYSICS 0x00800000
//rww - g2-related flags (these can slow things down significantly, use sparingly)
//These should be used only with particles/decals as they steal flags used by cylinders.
#define FX_GHOUL2_TRACE 0x00020000 //use in conjunction with particles - actually do full ghoul2 traces for physics collision against entities with a ghoul2 instance
//shared FX_SIZE2_RAND (used only with cylinders)
#define FX_GHOUL2_DECALS 0x00040000 //use in conjunction with decals - can project decal as a ghoul2 gore skin object onto ghoul2 models
//shared FX_SIZE2_NONLINEAR (used only with cylinders)
#define FX_ATTACHED_MODEL 0x01000000
#define FX_APPLY_PHYSICS 0x02000000
#define FX_USE_BBOX 0x04000000 // can make physics more accurate at the expense of speed
#define FX_USE_ALPHA 0x08000000 // the FX system actually uses RGB to do fades, but this will override that
// and cause it to fill in the alpha.
#define FX_EMIT_FX 0x10000000 // emitters technically don't have to emit stuff, but when they do
// this flag needs to be set
#define FX_DEATH_RUNS_FX 0x20000000 // Normal death triggers effect, but not kill_on_impact
#define FX_KILL_ON_IMPACT 0x40000000 // works just like it says, but only when physics are on.
#define FX_IMPACT_RUNS_FX 0x80000000 // an effect can call another effect when it hits something.
// Lightning flags, duplicates of existing flags, but lightning doesn't use those flags in that context...and nothing will ever use these in this context..so we are safe.
#define FX_TAPER 0x01000000 // tapers as it moves towards its endpoint
#define FX_BRANCH 0x02000000 // enables lightning branching
#define FX_GROW 0x04000000 // lightning grows from start point to end point over the course of its life
// stuff that can occur when an effect is flagged with "materialImpact" and it hits something
enum EMatImpactEffect
{
MATIMPACTFX_NONE = 0,
MATIMPACTFX_SHELLSOUND
};
//------------------------------
class CEffect
{
protected:
CEffect *mNext;
vec3_t mOrigin1;
int mTimeStart;
int mTimeEnd;
unsigned int mFlags;
EMatImpactEffect mMatImpactFX;
int mMatImpactParm;
// Size of our object, useful for things that have physics
vec3_t mMin;
vec3_t mMax;
int mImpactFxID; // if we have an impact event, we may have to call an effect
int mDeathFxID; // if we have a death event, we may have to call an effect
miniRefEntity_t mRefEnt;
int mSoundRadius;
int mSoundVolume;
public:
CEffect();
virtual ~CEffect() {}
virtual void Die() {}
virtual bool Update() { return true; }
virtual void Draw(void) {}
inline miniRefEntity_t &GetRefEnt(void) { return mRefEnt; }
inline void SetNext(CEffect *Next) { mNext = Next; }
inline CEffect *GetNext(void) { return mNext; }
inline void GetOrigin(vec3_t dest) {VectorCopy( mOrigin1, dest); }
inline void SetSTScale(float s,float t) { mRefEnt.shaderTexCoord[0]=s;mRefEnt.shaderTexCoord[1]=t;}
inline void SetSound ( int vol, int rad) { mSoundRadius = rad; mSoundVolume = vol; }
inline void SetMin( vec3_t min ) { if(min){VectorCopy(min,mMin);}else{VectorClear(mMin);} }
inline void SetMax( vec3_t max ) { if(max){VectorCopy(max,mMax);}else{VectorClear(mMax);} }
inline void SetFlags( int flags ) { mFlags = flags; }
inline void AddFlags( int flags ) { mFlags |= flags; }
inline void ClearFlags( int flags ) { mFlags &= ~flags; }
inline void SetOrigin1( vec3_t org ) { if(org){VectorCopy(org,mOrigin1);}else{VectorClear(mOrigin1);} }
inline void SetTimeStart( int time ) { mTimeStart = time; if (mFlags&FX_SET_SHADER_TIME) { mRefEnt.shaderTime = time * 0.001f; }}
inline void SetTimeEnd( int time ) { mTimeEnd = time; }
inline void SetImpactFxID( int id ) { mImpactFxID = id; }
inline void SetDeathFxID( int id ) { mDeathFxID = id; }
inline EMatImpactEffect GetMatImpactFX() { return mMatImpactFX; }
inline int GetMatImpactParm() { return mMatImpactParm; }
inline void SetMatImpactFX(EMatImpactEffect matFX) { mMatImpactFX = matFX; }
inline void SetMatImpactParm(int matParm) { mMatImpactParm = matParm; }
};
//---------------------------------------------------
// This class is kind of an exception to the "rule".
// For now it exists only for allowing an easy way
// to get the saber slash trails rendered.
//---------------------------------------------------
class CTrail : public CEffect
{
// This is such a specific case thing, just grant public access to the goods.
protected:
void Draw();
public:
typedef struct
{
vec3_t origin;
// very specifc case, we can modulate the color and the alpha
vec3_t rgb;
vec3_t destrgb;
vec3_t curRGB;
float alpha;
float destAlpha;
float curAlpha;
// this is a very specific case thing...allow interpolating the st coords so we can map the texture
// properly as this segement progresses through it's life
float ST[2];
float destST[2];
float curST[2];
} TVert;
TVert mVerts[4];
qhandle_t mShader;
CTrail() {};
virtual ~CTrail() {};
virtual bool Update();
};
//------------------------------
class CLight : public CEffect
{
protected:
float mSizeStart;
float mSizeEnd;
float mSizeParm;
vec3_t mOrgOffset;
vec3_t mRGBStart;
vec3_t mRGBEnd;
float mRGBParm;
CGhoul2Info_v mGhoul2;
short mEntNum;
char mModelNum;
char mBoltNum;
void UpdateSize();
void UpdateRGB();
virtual void Draw(void);
public:
inline CLight(void)
{
mEntNum = -1; mModelNum = -1; mBoltNum = -1;
}
virtual ~CLight(void)
{
mGhoul2.kill(); //remove my model ref without actually deleting
}
inline void SetBoltinfo( int iGhoul2, int entNum, int modelNum = -1, int boltNum = -1 )
{
mGhoul2 = iGhoul2; mEntNum = entNum; mModelNum = modelNum; mBoltNum = boltNum;
}
virtual bool Update();
inline void SetSizeStart( float sz ) { mSizeStart = sz; }
inline void SetSizeEnd( float sz ) { mSizeEnd = sz; }
inline void SetSizeParm( float parm ) { mSizeParm = parm; }
inline void SetOrgOffset( const vec3_t o ) { if(o){VectorCopy(o,mOrgOffset);}else{VectorClear(mOrgOffset);}}
inline void SetRGBStart( vec3_t rgb ) { if(rgb){VectorCopy(rgb,mRGBStart);}else{VectorClear(mRGBStart);} }
inline void SetRGBEnd( vec3_t rgb ) { if(rgb){VectorCopy(rgb,mRGBEnd);}else{VectorClear(mRGBEnd);} }
inline void SetRGBParm( float parm ) { mRGBParm = parm; }
};
//------------------------------
class CParticle : public CEffect
{
protected:
vec3_t mOrgOffset;
vec3_t mVel;
vec3_t mAccel;
float mSizeStart;
float mSizeEnd;
float mSizeParm;
vec3_t mRGBStart;
vec3_t mRGBEnd;
float mRGBParm;
float mAlphaStart;
float mAlphaEnd;
float mAlphaParm;
float mRotationDelta;
float mElasticity;
CGhoul2Info_v mGhoul2;
short mEntNum;
char mModelNum;
char mBoltNum;
bool UpdateOrigin();
void UpdateSize();
void UpdateRGB();
void UpdateAlpha();
void UpdateRotation();
public:
inline void SetBoltinfo( int iGhoul2, int entNum, int modelNum = -1, int boltNum = -1 )
{
mGhoul2 = iGhoul2; mEntNum = entNum; mModelNum = modelNum; mBoltNum = boltNum;
}
inline CParticle::CParticle(void)
{
mRefEnt.reType = RT_SPRITE; mEntNum = -1; mModelNum = -1; mBoltNum = -1;
}
virtual CParticle::~CParticle(void)
{
mGhoul2.kill(); //remove my model ref without actually deleting
}
virtual void Init();
virtual void Die();
virtual bool Update();
virtual bool Cull(void);
virtual void Draw(void);
inline void SetShader( qhandle_t sh ) { mRefEnt.customShader = sh; }
inline void SetOrgOffset( const vec3_t o ) { if(o){VectorCopy(o,mOrgOffset);}else{VectorClear(mOrgOffset);}}
inline void SetVel( vec3_t vel ) { if(vel){VectorCopy(vel,mVel);}else{VectorClear(mVel);} }
inline void SetAccel( vec3_t ac ) { if(ac){VectorCopy(ac,mAccel);}else{VectorClear(mAccel);} }
inline void SetSizeStart( float sz ) { mSizeStart = sz; mRefEnt.radius = sz; }
inline void SetSizeEnd( float sz ) { mSizeEnd = sz; }
inline void SetSizeParm( float parm ) { mSizeParm = parm; }
inline void SetRGBStart( vec3_t rgb ) { if(rgb){VectorCopy(rgb,mRGBStart);}else{VectorClear(mRGBStart);} }
inline void SetRGBEnd( vec3_t rgb ) { if(rgb){VectorCopy(rgb,mRGBEnd);}else{VectorClear(mRGBEnd);} }
inline void SetRGBParm( float parm ) { mRGBParm = parm; }
inline void SetAlphaStart( float al ) { mAlphaStart = al; }
inline void SetAlphaEnd( float al ) { mAlphaEnd = al; }
inline void SetAlphaParm( float parm ) { mAlphaParm = parm; }
inline void SetRotation( float rot ) { mRefEnt.rotation = rot; }
inline void SetRotationDelta( float rot ) { mRotationDelta = rot; }
inline void SetElasticity( float el ) { mElasticity = el; }
};
//------------------------------
class CFlash : public CParticle
{
public:
CFlash():
mScreenX(0),
mScreenY(0),
mRadiusModifier(1)
{}
virtual ~CFlash() {}
virtual bool Update();
virtual void Draw(void);
virtual bool Cull(void) { return false; }
void Init( void );
protected:
// kef -- mScreenX and mScreenY are used for flashes that are FX_LOCALIZED_FLASH
float mScreenX;
float mScreenY;
float mRadiusModifier;
};
//------------------------------
class CLine : public CParticle
{
protected:
vec3_t mOrigin2;
virtual void Draw(void);
public:
CLine();
virtual ~CLine() {}
virtual void Die() {}
virtual bool Update();
inline void SetOrigin2( vec3_t org2 ) { VectorCopy( org2, mOrigin2 ); }
};
//------------------------------
class CBezier : public CLine
{
protected:
vec3_t mControl1;
vec3_t mControl1Vel;
vec3_t mControl2;
vec3_t mControl2Vel;
bool mInit;
public:
CBezier(){ mInit = false; }
virtual ~CBezier() {}
virtual void Die() {}
virtual bool Update();
virtual bool Cull(void);
virtual void Draw(void);
void DrawSegment( vec3_t start, vec3_t end, float texcoord1, float texcoord2, float segPercent, float lastSegPercent );
inline void SetControlPoints( vec3_t ctrl1, vec3_t ctrl2 ) { VectorCopy( ctrl1, mControl1 ); VectorCopy( ctrl2, mControl2 ); }
inline void SetControlVel( vec3_t ctrl1v, vec3_t ctrl2v ) { VectorCopy( ctrl1v, mControl1Vel ); VectorCopy( ctrl2v, mControl2Vel ); }
};
//------------------------------
class CElectricity : public CLine
{
protected:
float mChaos;
virtual void Draw(void);
public:
CElectricity();
virtual ~CElectricity() {}
virtual void Die() {}
virtual bool Update();
void Initialize();
inline void SetChaos( float chaos ) { mChaos = chaos; }
};
// Oriented quad
//------------------------------
class COrientedParticle : public CParticle
{
protected:
vec3_t mNormal;
public:
COrientedParticle();
virtual ~COrientedParticle() {}
virtual bool Update();
virtual bool Cull(void);
virtual void Draw(void);
inline void SetNormal( vec3_t norm ) { VectorCopy( norm, mNormal ); }
};
//------------------------------
class CTail : public CParticle
{
protected:
vec3_t mOldOrigin;
float mLengthStart;
float mLengthEnd;
float mLengthParm;
float mLength;
void UpdateLength();
void CalcNewEndpoint();
virtual void Draw(void);
public:
CTail();
virtual ~CTail() {}
virtual bool Update();
inline void SetLengthStart( float len ) { mLengthStart = len; }
inline void SetLengthEnd( float len ) { mLengthEnd = len; }
inline void SetLengthParm( float len ) { mLengthParm = len; }
};
//------------------------------
class CCylinder : public CTail
{
protected:
float mSize2Start;
float mSize2End;
float mSize2Parm;
qboolean mTraceEnd;
void UpdateSize2();
virtual void Draw(void);
public:
CCylinder();
virtual ~CCylinder() {}
virtual bool Cull(void);
virtual void UpdateLength(void);
virtual bool Update();
inline void SetSize2Start( float sz ) { mSize2Start = sz; }
inline void SetSize2End( float sz ) { mSize2End = sz; }
inline void SetSize2Parm( float parm ) { mSize2Parm = parm; }
inline void SetTraceEnd(qboolean traceEnd) { mTraceEnd = traceEnd; }
inline void SetNormal( vec3_t norm ) { VectorCopy( norm, mRefEnt.axis[0] ); }
};
//------------------------------
// Emitters are derived from particles because, although they don't draw, any effect called
// from them can borrow an initial or ending value from the emitters current alpha, rgb, etc..
class CEmitter : public CParticle
{
protected:
vec3_t mOldOrigin; // we use these to do some nice
vec3_t mLastOrigin; // tricks...
vec3_t mOldVelocity; //
int mOldTime;
vec3_t mAngles; // for a rotating thing, using a delta
vec3_t mAngleDelta; // as opposed to an end angle is probably much easier
int mEmitterFxID; // if we have emitter fx, this is our id
float mDensity; // controls how often emitter chucks an effect
float mVariance; // density sloppiness
void UpdateAngles();
virtual void Draw(void);
public:
CEmitter();
virtual ~CEmitter();
virtual bool Cull(void) {return false;}
virtual bool Update();
inline void SetModel( qhandle_t model ) { mRefEnt.hModel = model; }
inline void SetAngles( vec3_t ang ) { if(ang){VectorCopy(ang,mAngles);}else{VectorClear(mAngles);} }
inline void SetAngleDelta( vec3_t ang ) { if(ang){VectorCopy(ang,mAngleDelta);}else{VectorClear(mAngleDelta);} }
inline void SetEmitterFxID( int id ) { mEmitterFxID = id; }
inline void SetDensity( float density ) { mDensity = density; }
inline void SetVariance( float var ) { mVariance = var; }
inline void SetOldTime( int time ) { mOldTime = time; }
inline void SetLastOrg( vec3_t org ) { if(org){VectorCopy(org,mLastOrigin);}else{VectorClear(mLastOrigin);} }
inline void SetLastVel( vec3_t vel ) { if(vel){VectorCopy(vel,mOldVelocity);}else{VectorClear(mOldVelocity);} }
};
// We're getting pretty low level here, not the kind of thing to abuse considering how much overhead this
// adds to a SINGLE triangle or quad....
//------------------------------
#define MAX_CPOLY_VERTS 5
class CPoly : public CParticle
{
protected:
int mCount;
vec3_t mRotDelta;
int mTimeStamp;
public:
vec3_t mOrg[MAX_CPOLY_VERTS];
vec2_t mST[MAX_CPOLY_VERTS];
float mRot[3][3];
int mLastFrameTime;
CPoly() {}
virtual ~CPoly() {}
virtual bool Update();
virtual bool Cull(void);
virtual void Draw(void);
void PolyInit();
void CalcRotateMatrix();
void Rotate();
inline void SetNumVerts( int c ) { mCount = c; }
inline void SetRot( vec3_t r ) { if(r){VectorCopy(r,mRotDelta);}else{VectorClear(mRotDelta);}}
inline void SetMotionTimeStamp( int t ) { mTimeStamp = theFxHelper.GetTime() + t; }
inline int GetMotionTimeStamp() { return mTimeStamp; }
};
#endif //FX_PRIMITIVES_H_INC