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https://github.com/ioquake/jedi-academy.git
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1463 lines
40 KiB
C++
1463 lines
40 KiB
C++
//Anything above this #include will be ignored by the compiler
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#include "../qcommon/exe_headers.h"
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// tr_shade.c
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#include "tr_local.h"
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#include "tr_quicksprite.h"
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#include "tr_WorldEffects.h"
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/////===== Part of the VERTIGON system =====/////
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// The surfacesprites are a simple system. When a polygon with this shader stage on it is drawn,
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// there are randomly distributed images (defined by the shader stage) placed on the surface.
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// these are capable of doing effects, grass, or simple oriented sprites.
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// They usually stick vertically off the surface, hence the term vertigons.
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// The vertigons are applied as part of the renderer backend. That is, they access OpenGL calls directly.
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unsigned char randomindex, randominterval;
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const float randomchart[256] = {
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0.6554f, 0.6909f, 0.4806f, 0.6218f, 0.5717f, 0.3896f, 0.0677f, 0.7356f,
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0.8333f, 0.1105f, 0.4445f, 0.8161f, 0.4689f, 0.0433f, 0.7152f, 0.0336f,
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0.0186f, 0.9140f, 0.1626f, 0.6553f, 0.8340f, 0.7094f, 0.2020f, 0.8087f,
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0.9119f, 0.8009f, 0.1339f, 0.8492f, 0.9173f, 0.5003f, 0.6012f, 0.6117f,
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0.5525f, 0.5787f, 0.1586f, 0.3293f, 0.9273f, 0.7791f, 0.8589f, 0.4985f,
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0.0883f, 0.8545f, 0.2634f, 0.4727f, 0.3624f, 0.1631f, 0.7825f, 0.0662f,
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0.6704f, 0.3510f, 0.7525f, 0.9486f, 0.4685f, 0.1535f, 0.1545f, 0.1121f,
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0.4724f, 0.8483f, 0.3833f, 0.1917f, 0.8207f, 0.3885f, 0.9702f, 0.9200f,
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0.8348f, 0.7501f, 0.6675f, 0.4994f, 0.0301f, 0.5225f, 0.8011f, 0.1696f,
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0.5351f, 0.2752f, 0.2962f, 0.7550f, 0.5762f, 0.7303f, 0.2835f, 0.4717f,
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0.1818f, 0.2739f, 0.6914f, 0.7748f, 0.7640f, 0.8355f, 0.7314f, 0.5288f,
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0.7340f, 0.6692f, 0.6813f, 0.2810f, 0.8057f, 0.0648f, 0.8749f, 0.9199f,
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0.1462f, 0.5237f, 0.3014f, 0.4994f, 0.0278f, 0.4268f, 0.7238f, 0.5107f,
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0.1378f, 0.7303f, 0.7200f, 0.3819f, 0.2034f, 0.7157f, 0.5552f, 0.4887f,
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0.0871f, 0.3293f, 0.2892f, 0.4545f, 0.0088f, 0.1404f, 0.0275f, 0.0238f,
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0.0515f, 0.4494f, 0.7206f, 0.2893f, 0.6060f, 0.5785f, 0.4182f, 0.5528f,
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0.9118f, 0.8742f, 0.3859f, 0.6030f, 0.3495f, 0.4550f, 0.9875f, 0.6900f,
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0.6416f, 0.2337f, 0.7431f, 0.9788f, 0.6181f, 0.2464f, 0.4661f, 0.7621f,
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0.7020f, 0.8203f, 0.8869f, 0.2145f, 0.7724f, 0.6093f, 0.6692f, 0.9686f,
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0.5609f, 0.0310f, 0.2248f, 0.2950f, 0.2365f, 0.1347f, 0.2342f, 0.1668f,
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0.3378f, 0.4330f, 0.2775f, 0.9901f, 0.7053f, 0.7266f, 0.4840f, 0.2820f,
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0.5733f, 0.4555f, 0.6049f, 0.0770f, 0.4760f, 0.6060f, 0.4159f, 0.3427f,
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0.1234f, 0.7062f, 0.8569f, 0.1878f, 0.9057f, 0.9399f, 0.8139f, 0.1407f,
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0.1794f, 0.9123f, 0.9493f, 0.2827f, 0.9934f, 0.0952f, 0.4879f, 0.5160f,
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0.4118f, 0.4873f, 0.3642f, 0.7470f, 0.0866f, 0.5172f, 0.6365f, 0.2676f,
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0.2407f, 0.7223f, 0.5761f, 0.1143f, 0.7137f, 0.2342f, 0.3353f, 0.6880f,
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0.2296f, 0.6023f, 0.6027f, 0.4138f, 0.5408f, 0.9859f, 0.1503f, 0.7238f,
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0.6054f, 0.2477f, 0.6804f, 0.1432f, 0.4540f, 0.9776f, 0.8762f, 0.7607f,
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0.9025f, 0.9807f, 0.0652f, 0.8661f, 0.7663f, 0.2586f, 0.3994f, 0.0335f,
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0.7328f, 0.0166f, 0.9589f, 0.4348f, 0.5493f, 0.7269f, 0.6867f, 0.6614f,
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0.6800f, 0.7804f, 0.5591f, 0.8381f, 0.0910f, 0.7573f, 0.8985f, 0.3083f,
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0.3188f, 0.8481f, 0.2356f, 0.6736f, 0.4770f, 0.4560f, 0.6266f, 0.4677f
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};
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#define WIND_DAMP_INTERVAL 50
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#define WIND_GUST_TIME 2500.0
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#define WIND_GUST_DECAY (1.0 / WIND_GUST_TIME)
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int lastSSUpdateTime = 0;
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float curWindSpeed=0;
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float curWindGust=5;
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float curWeatherAmount=1;
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vec3_t curWindBlowVect={0,0,0}, targetWindBlowVect={0,0,0};
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vec3_t curWindGrassDir={0,0,0}, targetWindGrassDir={0,0,0};
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int totalsurfsprites=0, sssurfaces=0;
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qboolean curWindPointActive=qfalse;
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float curWindPointForce = 0;
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vec3_t curWindPoint;
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int nextGustTime=0;
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float gustLeft=0;
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qboolean standardfovinitialized=qfalse;
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float standardfovx = 90, standardscalex = 1.0;
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float rangescalefactor=1.0;
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vec3_t ssrightvectors[4];
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vec3_t ssfwdvector;
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int rightvectorcount;
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trRefEntity_t *ssLastEntityDrawn=NULL;
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vec3_t ssViewOrigin, ssViewRight, ssViewUp;
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static void R_SurfaceSpriteFrameUpdate(void)
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{
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float dtime, dampfactor; // Time since last update and damping time for wind changes
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float ratio;
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vec3_t ang, diff, retwindvec;
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float targetspeed;
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vec3_t up={0,0,1};
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if (backEnd.refdef.time == lastSSUpdateTime)
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return;
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if (backEnd.refdef.time < lastSSUpdateTime)
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{ // Time is BEFORE the last update time, so reset everything.
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curWindGust = 5;
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curWindSpeed = r_windSpeed->value;
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nextGustTime = 0;
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gustLeft = 0;
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}
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// Reset the last entity drawn, since this is a new frame.
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ssLastEntityDrawn = NULL;
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// Adjust for an FOV. If things look twice as wide on the screen, pretend the shaders have twice the range.
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// ASSUMPTION HERE IS THAT "standard" fov is the first one rendered.
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if (!standardfovinitialized)
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{ // This isn't initialized yet.
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if (backEnd.refdef.fov_x > 50 && backEnd.refdef.fov_x < 135) // I don't consider anything below 50 or above 135 to be "normal".
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{
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standardfovx = backEnd.refdef.fov_x;
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standardscalex = tan(standardfovx * 0.5 * (M_PI/180.0f));
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standardfovinitialized = qtrue;
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}
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else
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{
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standardfovx = 90;
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standardscalex = tan(standardfovx * 0.5 * (M_PI/180.0f));
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}
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rangescalefactor = 1.0; // Don't multiply the shader range by anything.
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}
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else if (standardfovx == backEnd.refdef.fov_x)
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{ // This is the standard FOV (or higher), don't multiply the shader range.
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rangescalefactor = 1.0;
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}
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else
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{ // We are using a non-standard FOV. We need to multiply the range of the shader by a scale factor.
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if (backEnd.refdef.fov_x > 135)
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{
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rangescalefactor = standardscalex / tan(135.0f * 0.5f * (M_PI/180.0f));
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}
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else
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{
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rangescalefactor = standardscalex / tan(backEnd.refdef.fov_x * 0.5 * (M_PI/180.0f));
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}
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}
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// Create a set of four right vectors so that vertical sprites aren't always facing the same way.
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// First generate a HORIZONTAL forward vector (important).
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CrossProduct(ssViewRight, up, ssfwdvector);
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// Right Zero has a nudge forward (10 degrees).
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VectorScale(ssViewRight, 0.985f, ssrightvectors[0]);
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VectorMA(ssrightvectors[0], 0.174f, ssfwdvector, ssrightvectors[0]);
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// Right One has a big nudge back (30 degrees).
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VectorScale(ssViewRight, 0.866f, ssrightvectors[1]);
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VectorMA(ssrightvectors[1], -0.5f, ssfwdvector, ssrightvectors[1]);
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// Right two has a big nudge forward (30 degrees).
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VectorScale(ssViewRight, 0.866f, ssrightvectors[2]);
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VectorMA(ssrightvectors[2], 0.5f, ssfwdvector, ssrightvectors[2]);
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// Right three has a nudge back (10 degrees).
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VectorScale(ssViewRight, 0.985f, ssrightvectors[3]);
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VectorMA(ssrightvectors[3], -0.174f, ssfwdvector, ssrightvectors[3]);
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// Update the wind.
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// If it is raining, get the windspeed from the rain system rather than the cvar
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if (R_IsRaining() || R_IsPuffing())
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{
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curWeatherAmount = 1.0;
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}
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else
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{
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curWeatherAmount = r_surfaceWeather->value;
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}
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if (R_GetWindSpeed(targetspeed))
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{ // We successfully got a speed from the rain system.
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// Set the windgust to 5, since that looks pretty good.
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targetspeed *= 0.3f;
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if (targetspeed >= 1.0)
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{
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curWindGust = 300/targetspeed;
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}
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else
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{
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curWindGust = 0;
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}
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}
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else
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{ // Use the cvar.
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targetspeed = r_windSpeed->value; // Minimum gust delay, in seconds.
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curWindGust = r_windGust->value;
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}
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if (targetspeed > 0 && curWindGust)
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{
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if (gustLeft > 0)
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{ // We are gusting
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// Add an amount to the target wind speed
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targetspeed *= 1.0 + gustLeft;
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gustLeft -= (float)(backEnd.refdef.time - lastSSUpdateTime)*WIND_GUST_DECAY;
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if (gustLeft <= 0)
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{
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nextGustTime = backEnd.refdef.time + (curWindGust*1000)*flrand(1.0f,4.0f);
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}
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}
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else if (backEnd.refdef.time >= nextGustTime)
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{ // See if there is another right now
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// Gust next time, mano
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gustLeft = flrand(0.75f,1.5f);
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}
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}
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// See if there is a weather system that will tell us a windspeed.
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if (R_GetWindVector(retwindvec))
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{
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retwindvec[2]=0;
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VectorScale(retwindvec, -1.0f, retwindvec);
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vectoangles(retwindvec, ang);
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}
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else
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{ // Calculate the target wind vector based off cvars
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ang[YAW] = r_windAngle->value;
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}
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ang[PITCH] = -90.0 + targetspeed;
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if (ang[PITCH]>-45.0)
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{
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ang[PITCH] = -45.0;
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}
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ang[ROLL] = 0;
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if (targetspeed>0)
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{
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// ang[YAW] += cos(tr.refdef.time*0.01+flrand(-1.0,1.0))*targetspeed*0.5;
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// ang[PITCH] += sin(tr.refdef.time*0.01+flrand(-1.0,1.0))*targetspeed*0.5;
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}
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// Get the grass wind vector first
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AngleVectors(ang, targetWindGrassDir, NULL, NULL);
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targetWindGrassDir[2]-=1.0;
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// VectorScale(targetWindGrassDir, targetspeed, targetWindGrassDir);
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// Now get the general wind vector (no pitch)
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ang[PITCH]=0;
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AngleVectors(ang, targetWindBlowVect, NULL, NULL);
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// Start calculating a smoothing factor so wind doesn't change abruptly between speeds.
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dampfactor = 1.0-r_windDampFactor->value; // We must exponent the amount LEFT rather than the amount bled off
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dtime = (float)(backEnd.refdef.time - lastSSUpdateTime) * (1.0/(float)WIND_DAMP_INTERVAL); // Our dampfactor is geared towards a time interval equal to "1".
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// Note that since there are a finite number of "practical" delta millisecond values possible,
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// the ratio should be initialized into a chart ultimately.
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ratio = pow(dampfactor, dtime);
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// Apply this ratio to the windspeed...
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curWindSpeed = targetspeed - (ratio * (targetspeed-curWindSpeed));
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// Use the curWindSpeed to calculate the final target wind vector (with speed)
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VectorScale(targetWindBlowVect, curWindSpeed, targetWindBlowVect);
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VectorSubtract(targetWindBlowVect, curWindBlowVect, diff);
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VectorMA(targetWindBlowVect, -ratio, diff, curWindBlowVect);
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// Update the grass vector now
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VectorSubtract(targetWindGrassDir, curWindGrassDir, diff);
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VectorMA(targetWindGrassDir, -ratio, diff, curWindGrassDir);
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lastSSUpdateTime = backEnd.refdef.time;
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curWindPointForce = r_windPointForce->value - (ratio * (r_windPointForce->value - curWindPointForce));
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if (curWindPointForce < 0.01)
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{
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curWindPointActive = qfalse;
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}
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else
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{
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curWindPointActive = qtrue;
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curWindPoint[0] = r_windPointX->value;
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curWindPoint[1] = r_windPointY->value;
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curWindPoint[2] = 0;
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}
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if (r_surfaceSprites->integer >= 2)
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{
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Com_Printf("Surfacesprites Drawn: %d, on %d surfaces\n", totalsurfsprites, sssurfaces);
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}
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totalsurfsprites=0;
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sssurfaces=0;
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}
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/////////////////////////////////////////////
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// Surface sprite calculation and drawing.
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/////////////////////////////////////////////
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#define FADE_RANGE 250.0
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#define WINDPOINT_RADIUS 750.0
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float SSVertAlpha[SHADER_MAX_VERTEXES];
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float SSVertWindForce[SHADER_MAX_VERTEXES];
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vec2_t SSVertWindDir[SHADER_MAX_VERTEXES];
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qboolean SSAdditiveTransparency=qfalse;
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qboolean SSUsingFog=qfalse;
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/////////////////////////////////////////////
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// Vertical surface sprites
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static void RB_VerticalSurfaceSprite(vec3_t loc, float width, float height, byte light,
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byte alpha, float wind, float windidle, vec2_t fog, int hangdown, vec2_t skew)
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{
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vec3_t loc2, right;
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float angle;
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float windsway;
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float points[16];
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color4ub_t color;
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angle = ((loc[0]+loc[1])*0.02+(tr.refdef.time*0.0015));
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if (windidle>0.0)
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{
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windsway = (height*windidle*0.075);
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loc2[0] = loc[0]+skew[0]+cos(angle)*windsway;
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loc2[1] = loc[1]+skew[1]+sin(angle)*windsway;
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if (hangdown)
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{
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loc2[2] = loc[2]-height;
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}
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else
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{
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loc2[2] = loc[2]+height;
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}
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}
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else
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{
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loc2[0] = loc[0]+skew[0];
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loc2[1] = loc[1]+skew[1];
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if (hangdown)
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{
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loc2[2] = loc[2]-height;
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}
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else
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{
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loc2[2] = loc[2]+height;
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}
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}
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if (wind>0.0 && curWindSpeed > 0.001)
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{
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windsway = (height*wind*0.075);
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// Add the angle
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VectorMA(loc2, height*wind, curWindGrassDir, loc2);
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// Bob up and down
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if (curWindSpeed < 40.0)
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{
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windsway *= curWindSpeed*(1.0/100.0);
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}
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else
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{
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windsway *= 0.4f;
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}
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loc2[2] += sin(angle*2.5)*windsway;
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}
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VectorScale(ssrightvectors[rightvectorcount], width*0.5, right);
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color[0]=light;
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color[1]=light;
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color[2]=light;
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color[3]=alpha;
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// Bottom right
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// VectorAdd(loc, right, point);
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points[0] = loc[0] + right[0];
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points[1] = loc[1] + right[1];
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points[2] = loc[2] + right[2];
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points[3] = 0;
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// Top right
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// VectorAdd(loc2, right, point);
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points[4] = loc2[0] + right[0];
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points[5] = loc2[1] + right[1];
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points[6] = loc2[2] + right[2];
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points[7] = 0;
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// Top left
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// VectorSubtract(loc2, right, point);
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points[8] = loc2[0] - right[0] + ssfwdvector[0] * width * 0.2;
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points[9] = loc2[1] - right[1] + ssfwdvector[1] * width * 0.2;
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points[10] = loc2[2] - right[2];
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points[11] = 0;
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// Bottom left
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// VectorSubtract(loc, right, point);
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points[12] = loc[0] - right[0];
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points[13] = loc[1] - right[1];
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points[14] = loc[2] - right[2];
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points[15] = 0;
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// Add the sprite to the render list.
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SQuickSprite.Add(points, color, fog);
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}
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static void RB_VerticalSurfaceSpriteWindPoint(vec3_t loc, float width, float height, byte light,
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byte alpha, float wind, float windidle, vec2_t fog,
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int hangdown, vec2_t skew, vec2_t winddiff, float windforce)
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{
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vec3_t loc2, right;
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float angle;
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|
float windsway;
|
|
float points[16];
|
|
color4ub_t color;
|
|
|
|
if (windforce > 1)
|
|
windforce = 1;
|
|
|
|
// wind += 1.0-windforce;
|
|
|
|
angle = (loc[0]+loc[1])*0.02+(tr.refdef.time*0.0015);
|
|
|
|
if (curWindSpeed <80.0)
|
|
{
|
|
windsway = (height*windidle*0.1)*(1.0+windforce);
|
|
loc2[0] = loc[0]+skew[0]+cos(angle)*windsway;
|
|
loc2[1] = loc[1]+skew[1]+sin(angle)*windsway;
|
|
}
|
|
else
|
|
{
|
|
loc2[0] = loc[0]+skew[0];
|
|
loc2[1] = loc[1]+skew[1];
|
|
}
|
|
if (hangdown)
|
|
{
|
|
loc2[2] = loc[2]-height;
|
|
}
|
|
else
|
|
{
|
|
loc2[2] = loc[2]+height;
|
|
}
|
|
|
|
if (curWindSpeed > 0.001)
|
|
{
|
|
// Add the angle
|
|
VectorMA(loc2, height*wind, curWindGrassDir, loc2);
|
|
}
|
|
|
|
loc2[0] += height*winddiff[0]*windforce;
|
|
loc2[1] += height*winddiff[1]*windforce;
|
|
loc2[2] -= height*windforce*(0.75 + 0.15*sin((tr.refdef.time + 500*windforce)*0.01));
|
|
|
|
VectorScale(ssrightvectors[rightvectorcount], width*0.5, right);
|
|
|
|
color[0]=light;
|
|
color[1]=light;
|
|
color[2]=light;
|
|
color[3]=alpha;
|
|
|
|
// Bottom right
|
|
// VectorAdd(loc, right, point);
|
|
points[0] = loc[0] + right[0];
|
|
points[1] = loc[1] + right[1];
|
|
points[2] = loc[2] + right[2];
|
|
points[3] = 0;
|
|
|
|
// Top right
|
|
// VectorAdd(loc2, right, point);
|
|
points[4] = loc2[0] + right[0];
|
|
points[5] = loc2[1] + right[1];
|
|
points[6] = loc2[2] + right[2];
|
|
points[7] = 0;
|
|
|
|
// Top left
|
|
// VectorSubtract(loc2, right, point);
|
|
points[8] = loc2[0] - right[0] + ssfwdvector[0] * width * 0.15;
|
|
points[9] = loc2[1] - right[1] + ssfwdvector[1] * width * 0.15;
|
|
points[10] = loc2[2] - right[2];
|
|
points[11] = 0;
|
|
|
|
// Bottom left
|
|
// VectorSubtract(loc, right, point);
|
|
points[12] = loc[0] - right[0];
|
|
points[13] = loc[1] - right[1];
|
|
points[14] = loc[2] - right[2];
|
|
points[15] = 0;
|
|
|
|
// Add the sprite to the render list.
|
|
SQuickSprite.Add(points, color, fog);
|
|
}
|
|
|
|
static void RB_DrawVerticalSurfaceSprites( shaderStage_t *stage, shaderCommands_t *input)
|
|
{
|
|
int curindex, curvert;
|
|
vec3_t dist;
|
|
float triarea;
|
|
vec2_t vec1to2, vec1to3;
|
|
|
|
vec3_t v1,v2,v3;
|
|
float a1,a2,a3;
|
|
float l1,l2,l3;
|
|
vec2_t fog1, fog2, fog3;
|
|
vec2_t winddiff1, winddiff2, winddiff3;
|
|
float windforce1, windforce2, windforce3;
|
|
|
|
float posi, posj;
|
|
float step;
|
|
float fa,fb,fc;
|
|
|
|
vec3_t curpoint;
|
|
float width, height;
|
|
float alpha, alphapos, thisspritesfadestart, light;
|
|
|
|
byte randomindex2;
|
|
|
|
vec2_t skew={0,0};
|
|
vec2_t fogv;
|
|
vec2_t winddiffv;
|
|
float windforce=0;
|
|
qboolean usewindpoint = (qboolean) !! (curWindPointActive && stage->ss->wind > 0);
|
|
|
|
float cutdist=stage->ss->fadeMax*rangescalefactor, cutdist2=cutdist*cutdist;
|
|
float fadedist=stage->ss->fadeDist*rangescalefactor, fadedist2=fadedist*fadedist;
|
|
|
|
assert(cutdist2 != fadedist2);
|
|
float inv_fadediff = 1.0/(cutdist2-fadedist2);
|
|
|
|
// The faderange is the fraction amount it takes for these sprites to fade out, assuming an ideal fade range of 250
|
|
float faderange = FADE_RANGE/(cutdist-fadedist);
|
|
|
|
if (faderange > 1.0)
|
|
{ // Don't want to force a new fade_rand
|
|
faderange = 1.0;
|
|
}
|
|
|
|
// Quickly calc all the alphas and windstuff for each vertex
|
|
for (curvert=0; curvert<input->numVertexes; curvert++)
|
|
{
|
|
VectorSubtract(ssViewOrigin, input->xyz[curvert], dist);
|
|
SSVertAlpha[curvert] = 1.0 - (VectorLengthSquared(dist) - fadedist2) * inv_fadediff;
|
|
}
|
|
|
|
// Wind only needs initialization once per tess.
|
|
if (usewindpoint && !tess.SSInitializedWind)
|
|
{
|
|
for (curvert=0; curvert<input->numVertexes;curvert++)
|
|
{ // Calc wind at each point
|
|
dist[0]=input->xyz[curvert][0] - curWindPoint[0];
|
|
dist[1]=input->xyz[curvert][1] - curWindPoint[1];
|
|
step = (dist[0]*dist[0] + dist[1]*dist[1]); // dist squared
|
|
|
|
if (step >= (float)(WINDPOINT_RADIUS*WINDPOINT_RADIUS))
|
|
{ // No wind
|
|
SSVertWindDir[curvert][0] = 0;
|
|
SSVertWindDir[curvert][1] = 0;
|
|
SSVertWindForce[curvert]=0; // Should be < 1
|
|
}
|
|
else
|
|
{
|
|
if (step<1)
|
|
{ // Don't want to divide by zero
|
|
SSVertWindDir[curvert][0] = 0;
|
|
SSVertWindDir[curvert][1] = 0;
|
|
SSVertWindForce[curvert] = curWindPointForce * stage->ss->wind;
|
|
}
|
|
else
|
|
{
|
|
step = Q_rsqrt(step); // Equals 1 over the distance.
|
|
SSVertWindDir[curvert][0] = dist[0] * step;
|
|
SSVertWindDir[curvert][1] = dist[1] * step;
|
|
step = 1.0 - (1.0 / (step * WINDPOINT_RADIUS)); // 1- (dist/maxradius) = a scale from 0 to 1 linearly dropping off
|
|
SSVertWindForce[curvert] = curWindPointForce * stage->ss->wind * step; // *step means divide by the distance.
|
|
}
|
|
}
|
|
}
|
|
tess.SSInitializedWind = qtrue;
|
|
}
|
|
|
|
for (curindex=0; curindex<input->numIndexes-2; curindex+=3)
|
|
{
|
|
curvert = input->indexes[curindex];
|
|
VectorCopy(input->xyz[curvert], v1);
|
|
if (stage->ss->facing)
|
|
{ // Hang down
|
|
if (input->normal[curvert][2] > -0.5)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{ // Point up
|
|
if (input->normal[curvert][2] < 0.5)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
l1 = input->vertexColors[curvert][2];
|
|
a1 = SSVertAlpha[curvert];
|
|
fog1[0] = *((float *)(tess.svars.texcoords[0])+(curvert<<1));
|
|
fog1[1] = *((float *)(tess.svars.texcoords[0])+(curvert<<1)+1);
|
|
winddiff1[0] = SSVertWindDir[curvert][0];
|
|
winddiff1[1] = SSVertWindDir[curvert][1];
|
|
windforce1 = SSVertWindForce[curvert];
|
|
|
|
curvert = input->indexes[curindex+1];
|
|
VectorCopy(input->xyz[curvert], v2);
|
|
if (stage->ss->facing)
|
|
{ // Hang down
|
|
if (input->normal[curvert][2] > -0.5)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{ // Point up
|
|
if (input->normal[curvert][2] < 0.5)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
l2 = input->vertexColors[curvert][2];
|
|
a2 = SSVertAlpha[curvert];
|
|
fog2[0] = *((float *)(tess.svars.texcoords[0])+(curvert<<1));
|
|
fog2[1] = *((float *)(tess.svars.texcoords[0])+(curvert<<1)+1);
|
|
winddiff2[0] = SSVertWindDir[curvert][0];
|
|
winddiff2[1] = SSVertWindDir[curvert][1];
|
|
windforce2 = SSVertWindForce[curvert];
|
|
|
|
curvert = input->indexes[curindex+2];
|
|
VectorCopy(input->xyz[curvert], v3);
|
|
if (stage->ss->facing)
|
|
{ // Hang down
|
|
if (input->normal[curvert][2] > -0.5)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{ // Point up
|
|
if (input->normal[curvert][2] < 0.5)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
l3 = input->vertexColors[curvert][2];
|
|
a3 = SSVertAlpha[curvert];
|
|
fog3[0] = *((float *)(tess.svars.texcoords[0])+(curvert<<1));
|
|
fog3[1] = *((float *)(tess.svars.texcoords[0])+(curvert<<1)+1);
|
|
winddiff3[0] = SSVertWindDir[curvert][0];
|
|
winddiff3[1] = SSVertWindDir[curvert][1];
|
|
windforce3 = SSVertWindForce[curvert];
|
|
|
|
if (a1 <= 0.0 && a2 <= 0.0 && a3 <= 0.0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Find the area in order to calculate the stepsize
|
|
vec1to2[0] = v2[0] - v1[0];
|
|
vec1to2[1] = v2[1] - v1[1];
|
|
vec1to3[0] = v3[0] - v1[0];
|
|
vec1to3[1] = v3[1] - v1[1];
|
|
|
|
// Now get the cross product of this sum.
|
|
triarea = vec1to3[0]*vec1to2[1] - vec1to3[1]*vec1to2[0];
|
|
triarea=fabs(triarea);
|
|
if (triarea <= 1.0)
|
|
{ // Insanely small abhorrent triangle.
|
|
continue;
|
|
}
|
|
step = stage->ss->density * Q_rsqrt(triarea);
|
|
|
|
randomindex = (byte)(v1[0]+v1[1]+v2[0]+v2[1]+v3[0]+v3[1]);
|
|
randominterval = (byte)(v1[0]+v2[1]+v3[2])|0x03; // Make sure the interval is at least 3, and always odd
|
|
rightvectorcount = 0;
|
|
|
|
for (posi=0; posi<1.0; posi+=step)
|
|
{
|
|
for (posj=0; posj<(1.0-posi); posj+=step)
|
|
{
|
|
fa=posi+randomchart[randomindex]*step;
|
|
randomindex += randominterval;
|
|
|
|
fb=posj+randomchart[randomindex]*step;
|
|
randomindex += randominterval;
|
|
|
|
rightvectorcount=(rightvectorcount+1)&3;
|
|
|
|
if (fa>1.0)
|
|
continue;
|
|
|
|
if (fb>(1.0-fa))
|
|
continue;
|
|
|
|
fc = 1.0-fa-fb;
|
|
|
|
// total alpha, minus random factor so some things fade out sooner.
|
|
alphapos = a1*fa + a2*fb + a3*fc;
|
|
|
|
// Note that the alpha at this point is a value from 1.0 to 0.0, but represents when to START fading
|
|
thisspritesfadestart = faderange + (1.0-faderange) * randomchart[randomindex];
|
|
randomindex += randominterval;
|
|
|
|
// Find where the alpha is relative to the fadestart, and calc the real alpha to draw at.
|
|
alpha = 1.0 - ((thisspritesfadestart-alphapos)/faderange);
|
|
if (alpha > 0.0)
|
|
{
|
|
if (alpha > 1.0)
|
|
alpha=1.0;
|
|
|
|
if (SSUsingFog)
|
|
{
|
|
fogv[0] = fog1[0]*fa + fog2[0]*fb + fog3[0]*fc;
|
|
fogv[1] = fog1[1]*fa + fog2[1]*fb + fog3[1]*fc;
|
|
}
|
|
|
|
if (usewindpoint)
|
|
{
|
|
winddiffv[0] = winddiff1[0]*fa + winddiff2[0]*fb + winddiff3[0]*fc;
|
|
winddiffv[1] = winddiff1[1]*fa + winddiff2[1]*fb + winddiff3[1]*fc;
|
|
windforce = windforce1*fa + windforce2*fb + windforce3*fc;
|
|
}
|
|
|
|
VectorScale(v1, fa, curpoint);
|
|
VectorMA(curpoint, fb, v2, curpoint);
|
|
VectorMA(curpoint, fc, v3, curpoint);
|
|
|
|
light = l1*fa + l2*fb + l3*fc;
|
|
if (SSAdditiveTransparency)
|
|
{ // Additive transparency, scale light value
|
|
// light *= alpha;
|
|
light = (128 + (light*0.5))*alpha;
|
|
alpha = 1.0;
|
|
}
|
|
|
|
randomindex2 = randomindex;
|
|
width = stage->ss->width*(1.0 + (stage->ss->variance[0]*randomchart[randomindex2]));
|
|
height = stage->ss->height*(1.0 + (stage->ss->variance[1]*randomchart[randomindex2++]));
|
|
if (randomchart[randomindex2++]>0.5)
|
|
{
|
|
width = -width;
|
|
}
|
|
if (stage->ss->fadeScale!=0 && alphapos < 1.0)
|
|
{
|
|
width *= 1.0 + (stage->ss->fadeScale*(1.0-alphapos));
|
|
}
|
|
|
|
if (stage->ss->vertSkew != 0)
|
|
{ // flrand(-vertskew, vertskew)
|
|
skew[0] = height * ((stage->ss->vertSkew*2.0f*randomchart[randomindex2++])-stage->ss->vertSkew);
|
|
skew[1] = height * ((stage->ss->vertSkew*2.0f*randomchart[randomindex2++])-stage->ss->vertSkew);
|
|
}
|
|
|
|
if (usewindpoint && windforce > 0 && stage->ss->wind > 0.0)
|
|
{
|
|
if (SSUsingFog)
|
|
{
|
|
RB_VerticalSurfaceSpriteWindPoint(curpoint, width, height, (byte)light, (byte)(alpha*255.0),
|
|
stage->ss->wind, stage->ss->windIdle, fogv, stage->ss->facing, skew,
|
|
winddiffv, windforce);
|
|
}
|
|
else
|
|
{
|
|
RB_VerticalSurfaceSpriteWindPoint(curpoint, width, height, (byte)light, (byte)(alpha*255.0),
|
|
stage->ss->wind, stage->ss->windIdle, NULL, stage->ss->facing, skew,
|
|
winddiffv, windforce);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (SSUsingFog)
|
|
{
|
|
RB_VerticalSurfaceSprite(curpoint, width, height, (byte)light, (byte)(alpha*255.0),
|
|
stage->ss->wind, stage->ss->windIdle, fogv, stage->ss->facing, skew);
|
|
}
|
|
else
|
|
{
|
|
RB_VerticalSurfaceSprite(curpoint, width, height, (byte)light, (byte)(alpha*255.0),
|
|
stage->ss->wind, stage->ss->windIdle, NULL, stage->ss->facing, skew);
|
|
}
|
|
}
|
|
|
|
totalsurfsprites++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/////////////////////////////////////////////
|
|
// Oriented surface sprites
|
|
|
|
static void RB_OrientedSurfaceSprite(vec3_t loc, float width, float height, byte light, byte alpha, vec2_t fog, int faceup)
|
|
{
|
|
vec3_t loc2, right;
|
|
float points[16];
|
|
color4ub_t color;
|
|
|
|
color[0]=light;
|
|
color[1]=light;
|
|
color[2]=light;
|
|
color[3]=alpha;
|
|
|
|
if (faceup)
|
|
{
|
|
width *= 0.5;
|
|
height *= 0.5;
|
|
|
|
// Bottom right
|
|
// VectorAdd(loc, right, point);
|
|
points[0] = loc[0] + width;
|
|
points[1] = loc[1] - width;
|
|
points[2] = loc[2] + 1.0;
|
|
points[3] = 0;
|
|
|
|
// Top right
|
|
// VectorAdd(loc, right, point);
|
|
points[4] = loc[0] + width;
|
|
points[5] = loc[1] + width;
|
|
points[6] = loc[2] + 1.0;
|
|
points[7] = 0;
|
|
|
|
// Top left
|
|
// VectorSubtract(loc, right, point);
|
|
points[8] = loc[0] - width;
|
|
points[9] = loc[1] + width;
|
|
points[10] = loc[2] + 1.0;
|
|
points[11] = 0;
|
|
|
|
// Bottom left
|
|
// VectorSubtract(loc, right, point);
|
|
points[12] = loc[0] - width;
|
|
points[13] = loc[1] - width;
|
|
points[14] = loc[2] + 1.0;
|
|
points[15] = 0;
|
|
}
|
|
else
|
|
{
|
|
VectorMA(loc, height, ssViewUp, loc2);
|
|
VectorScale(ssViewRight, width*0.5, right);
|
|
|
|
// Bottom right
|
|
// VectorAdd(loc, right, point);
|
|
points[0] = loc[0] + right[0];
|
|
points[1] = loc[1] + right[1];
|
|
points[2] = loc[2] + right[2];
|
|
points[3] = 0;
|
|
|
|
// Top right
|
|
// VectorAdd(loc2, right, point);
|
|
points[4] = loc2[0] + right[0];
|
|
points[5] = loc2[1] + right[1];
|
|
points[6] = loc2[2] + right[2];
|
|
points[7] = 0;
|
|
|
|
// Top left
|
|
// VectorSubtract(loc2, right, point);
|
|
points[8] = loc2[0] - right[0];
|
|
points[9] = loc2[1] - right[1];
|
|
points[10] = loc2[2] - right[2];
|
|
points[11] = 0;
|
|
|
|
// Bottom left
|
|
// VectorSubtract(loc, right, point);
|
|
points[12] = loc[0] - right[0];
|
|
points[13] = loc[1] - right[1];
|
|
points[14] = loc[2] - right[2];
|
|
points[15] = 0;
|
|
}
|
|
|
|
// Add the sprite to the render list.
|
|
SQuickSprite.Add(points, color, fog);
|
|
}
|
|
|
|
static void RB_DrawOrientedSurfaceSprites( shaderStage_t *stage, shaderCommands_t *input)
|
|
{
|
|
int curindex, curvert;
|
|
vec3_t dist;
|
|
float triarea, minnormal;
|
|
vec2_t vec1to2, vec1to3;
|
|
|
|
vec3_t v1,v2,v3;
|
|
float a1,a2,a3;
|
|
float l1,l2,l3;
|
|
vec2_t fog1, fog2, fog3;
|
|
|
|
float posi, posj;
|
|
float step;
|
|
float fa,fb,fc;
|
|
|
|
vec3_t curpoint;
|
|
float width, height;
|
|
float alpha, alphapos, thisspritesfadestart, light;
|
|
byte randomindex2;
|
|
vec2_t fogv;
|
|
|
|
float cutdist=stage->ss->fadeMax*rangescalefactor, cutdist2=cutdist*cutdist;
|
|
float fadedist=stage->ss->fadeDist*rangescalefactor, fadedist2=fadedist*fadedist;
|
|
|
|
assert(cutdist2 != fadedist2);
|
|
float inv_fadediff = 1.0/(cutdist2-fadedist2);
|
|
|
|
// The faderange is the fraction amount it takes for these sprites to fade out, assuming an ideal fade range of 250
|
|
float faderange = FADE_RANGE/(cutdist-fadedist);
|
|
|
|
if (faderange > 1.0)
|
|
{ // Don't want to force a new fade_rand
|
|
faderange = 1.0;
|
|
}
|
|
|
|
if (stage->ss->facing)
|
|
{ // Faceup sprite.
|
|
minnormal = 0.99f;
|
|
}
|
|
else
|
|
{ // Normal oriented sprite
|
|
minnormal = 0.5f;
|
|
}
|
|
|
|
// Quickly calc all the alphas for each vertex
|
|
for (curvert=0; curvert<input->numVertexes; curvert++)
|
|
{
|
|
// Calc alpha at each point
|
|
VectorSubtract(ssViewOrigin, input->xyz[curvert], dist);
|
|
SSVertAlpha[curvert] = 1.0 - (VectorLengthSquared(dist) - fadedist2) * inv_fadediff;
|
|
}
|
|
|
|
for (curindex=0; curindex<input->numIndexes-2; curindex+=3)
|
|
{
|
|
curvert = input->indexes[curindex];
|
|
VectorCopy(input->xyz[curvert], v1);
|
|
if (input->normal[curvert][2] < minnormal)
|
|
{
|
|
continue;
|
|
}
|
|
l1 = input->vertexColors[curvert][2];
|
|
a1 = SSVertAlpha[curvert];
|
|
fog1[0] = *((float *)(tess.svars.texcoords[0])+(curvert<<1));
|
|
fog1[1] = *((float *)(tess.svars.texcoords[0])+(curvert<<1)+1);
|
|
|
|
curvert = input->indexes[curindex+1];
|
|
VectorCopy(input->xyz[curvert], v2);
|
|
if (input->normal[curvert][2] < minnormal)
|
|
{
|
|
continue;
|
|
}
|
|
l2 = input->vertexColors[curvert][2];
|
|
a2 = SSVertAlpha[curvert];
|
|
fog2[0] = *((float *)(tess.svars.texcoords[0])+(curvert<<1));
|
|
fog2[1] = *((float *)(tess.svars.texcoords[0])+(curvert<<1)+1);
|
|
|
|
curvert = input->indexes[curindex+2];
|
|
VectorCopy(input->xyz[curvert], v3);
|
|
if (input->normal[curvert][2] < minnormal)
|
|
{
|
|
continue;
|
|
}
|
|
l3 = input->vertexColors[curvert][2];
|
|
a3 = SSVertAlpha[curvert];
|
|
fog3[0] = *((float *)(tess.svars.texcoords[0])+(curvert<<1));
|
|
fog3[1] = *((float *)(tess.svars.texcoords[0])+(curvert<<1)+1);
|
|
|
|
if (a1 <= 0.0 && a2 <= 0.0 && a3 <= 0.0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Find the area in order to calculate the stepsize
|
|
vec1to2[0] = v2[0] - v1[0];
|
|
vec1to2[1] = v2[1] - v1[1];
|
|
vec1to3[0] = v3[0] - v1[0];
|
|
vec1to3[1] = v3[1] - v1[1];
|
|
|
|
// Now get the cross product of this sum.
|
|
triarea = vec1to3[0]*vec1to2[1] - vec1to3[1]*vec1to2[0];
|
|
triarea=fabs(triarea);
|
|
if (triarea <= 1.0)
|
|
{ // Insanely small abhorrent triangle.
|
|
continue;
|
|
}
|
|
step = stage->ss->density * Q_rsqrt(triarea);
|
|
|
|
randomindex = (byte)(v1[0]+v1[1]+v2[0]+v2[1]+v3[0]+v3[1]);
|
|
randominterval = (byte)(v1[0]+v2[1]+v3[2])|0x03; // Make sure the interval is at least 3, and always odd
|
|
|
|
for (posi=0; posi<1.0; posi+=step)
|
|
{
|
|
for (posj=0; posj<(1.0-posi); posj+=step)
|
|
{
|
|
fa=posi+randomchart[randomindex]*step;
|
|
randomindex += randominterval;
|
|
if (fa>1.0)
|
|
continue;
|
|
|
|
fb=posj+randomchart[randomindex]*step;
|
|
randomindex += randominterval;
|
|
if (fb>(1.0-fa))
|
|
continue;
|
|
|
|
fc = 1.0-fa-fb;
|
|
|
|
// total alpha, minus random factor so some things fade out sooner.
|
|
alphapos = a1*fa + a2*fb + a3*fc;
|
|
|
|
// Note that the alpha at this point is a value from 1.0 to 0.0, but represents when to START fading
|
|
thisspritesfadestart = faderange + (1.0-faderange) * randomchart[randomindex];
|
|
randomindex += randominterval;
|
|
|
|
// Find where the alpha is relative to the fadestart, and calc the real alpha to draw at.
|
|
alpha = 1.0 - ((thisspritesfadestart-alphapos)/faderange);
|
|
|
|
randomindex += randominterval;
|
|
if (alpha > 0.0)
|
|
{
|
|
if (alpha > 1.0)
|
|
alpha=1.0;
|
|
|
|
if (SSUsingFog)
|
|
{
|
|
fogv[0] = fog1[0]*fa + fog2[0]*fb + fog3[0]*fc;
|
|
fogv[1] = fog1[1]*fa + fog2[1]*fb + fog3[1]*fc;
|
|
}
|
|
|
|
VectorScale(v1, fa, curpoint);
|
|
VectorMA(curpoint, fb, v2, curpoint);
|
|
VectorMA(curpoint, fc, v3, curpoint);
|
|
|
|
light = l1*fa + l2*fb + l3*fc;
|
|
if (SSAdditiveTransparency)
|
|
{ // Additive transparency, scale light value
|
|
// light *= alpha;
|
|
light = (128 + (light*0.5))*alpha;
|
|
alpha = 1.0;
|
|
}
|
|
|
|
randomindex2 = randomindex;
|
|
width = stage->ss->width*(1.0 + (stage->ss->variance[0]*randomchart[randomindex2]));
|
|
height = stage->ss->height*(1.0 + (stage->ss->variance[1]*randomchart[randomindex2++]));
|
|
if (randomchart[randomindex2++]>0.5)
|
|
{
|
|
width = -width;
|
|
}
|
|
if (stage->ss->fadeScale!=0 && alphapos < 1.0)
|
|
{
|
|
width *= 1.0 + (stage->ss->fadeScale*(1.0-alphapos));
|
|
}
|
|
|
|
if (SSUsingFog)
|
|
{
|
|
RB_OrientedSurfaceSprite(curpoint, width, height, (byte)light, (byte)(alpha*255.0), fogv, stage->ss->facing);
|
|
}
|
|
else
|
|
{
|
|
RB_OrientedSurfaceSprite(curpoint, width, height, (byte)light, (byte)(alpha*255.0), NULL, stage->ss->facing);
|
|
}
|
|
|
|
totalsurfsprites++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/////////////////////////////////////////////
|
|
// Effect surface sprites
|
|
|
|
static void RB_EffectSurfaceSprite(vec3_t loc, float width, float height, byte light, byte alpha, float life, int faceup)
|
|
{
|
|
vec3_t loc2, right;
|
|
float points[16];
|
|
color4ub_t color;
|
|
|
|
color[0]=light; //light;
|
|
color[1]=light; //light;
|
|
color[2]=light; //light;
|
|
color[3]=alpha; //alpha;
|
|
|
|
if (faceup)
|
|
{
|
|
width *= 0.5;
|
|
height *= 0.5;
|
|
|
|
// Bottom right
|
|
// VectorAdd(loc, right, point);
|
|
points[0] = loc[0] + width;
|
|
points[1] = loc[1] - width;
|
|
points[2] = loc[2] + 1.0;
|
|
points[3] = 0;
|
|
|
|
// Top right
|
|
// VectorAdd(loc, right, point);
|
|
points[4] = loc[0] + width;
|
|
points[5] = loc[1] + width;
|
|
points[6] = loc[2] + 1.0;
|
|
points[7] = 0;
|
|
|
|
// Top left
|
|
// VectorSubtract(loc, right, point);
|
|
points[8] = loc[0] - width;
|
|
points[9] = loc[1] + width;
|
|
points[10] = loc[2] + 1.0;
|
|
points[11] = 0;
|
|
|
|
// Bottom left
|
|
// VectorSubtract(loc, right, point);
|
|
points[12] = loc[0] - width;
|
|
points[13] = loc[1] - width;
|
|
points[14] = loc[2] + 1.0;
|
|
points[15] = 0;
|
|
}
|
|
else
|
|
{
|
|
VectorMA(loc, height, ssViewUp, loc2);
|
|
VectorScale(ssViewRight, width*0.5, right);
|
|
|
|
// Bottom right
|
|
// VectorAdd(loc, right, point);
|
|
points[0] = loc[0] + right[0];
|
|
points[1] = loc[1] + right[1];
|
|
points[2] = loc[2] + right[2];
|
|
points[3] = 0;
|
|
|
|
// Top right
|
|
// VectorAdd(loc2, right, point);
|
|
points[4] = loc2[0] + right[0];
|
|
points[5] = loc2[1] + right[1];
|
|
points[6] = loc2[2] + right[2];
|
|
points[7] = 0;
|
|
|
|
// Top left
|
|
// VectorSubtract(loc2, right, point);
|
|
points[8] = loc2[0] - right[0];
|
|
points[9] = loc2[1] - right[1];
|
|
points[10] = loc2[2] - right[2];
|
|
points[11] = 0;
|
|
|
|
// Bottom left
|
|
// VectorSubtract(loc, right, point);
|
|
points[12] = loc[0] - right[0];
|
|
points[13] = loc[1] - right[1];
|
|
points[14] = loc[2] - right[2];
|
|
points[15] = 0;
|
|
}
|
|
|
|
// Add the sprite to the render list.
|
|
SQuickSprite.Add(points, color, NULL);
|
|
}
|
|
|
|
static void RB_DrawEffectSurfaceSprites( shaderStage_t *stage, shaderCommands_t *input)
|
|
{
|
|
int curindex, curvert;
|
|
vec3_t dist;
|
|
float triarea, minnormal;
|
|
vec2_t vec1to2, vec1to3;
|
|
|
|
vec3_t v1,v2,v3;
|
|
float a1,a2,a3;
|
|
float l1,l2,l3;
|
|
|
|
float posi, posj;
|
|
float step;
|
|
float fa,fb,fc;
|
|
float effecttime, effectpos;
|
|
float density;
|
|
|
|
vec3_t curpoint;
|
|
float width, height;
|
|
float alpha, alphapos, thisspritesfadestart, light;
|
|
byte randomindex2;
|
|
|
|
float cutdist=stage->ss->fadeMax*rangescalefactor, cutdist2=cutdist*cutdist;
|
|
float fadedist=stage->ss->fadeDist*rangescalefactor, fadedist2=fadedist*fadedist;
|
|
|
|
float fxalpha = stage->ss->fxAlphaEnd - stage->ss->fxAlphaStart;
|
|
qboolean fadeinout=qfalse;
|
|
|
|
assert(cutdist2 != fadedist2);
|
|
float inv_fadediff = 1.0/(cutdist2-fadedist2);
|
|
|
|
// The faderange is the fraction amount it takes for these sprites to fade out, assuming an ideal fade range of 250
|
|
float faderange = FADE_RANGE/(cutdist-fadedist);
|
|
if (faderange > 1.0f)
|
|
{ // Don't want to force a new fade_rand
|
|
faderange = 1.0f;
|
|
}
|
|
|
|
if (stage->ss->facing)
|
|
{ // Faceup sprite.
|
|
minnormal = 0.99f;
|
|
}
|
|
else
|
|
{ // Normal oriented sprite
|
|
minnormal = 0.5f;
|
|
}
|
|
|
|
// Make the object fade in.
|
|
if (stage->ss->fxAlphaEnd < 0.05 && stage->ss->height >= 0.1 && stage->ss->width >= 0.1)
|
|
{ // The sprite fades out, and it doesn't start at a pinpoint. Let's fade it in.
|
|
fadeinout=qtrue;
|
|
}
|
|
|
|
if (stage->ss->surfaceSpriteType == SURFSPRITE_WEATHERFX)
|
|
{ // This effect is affected by weather settings.
|
|
if (curWeatherAmount < 0.01)
|
|
{ // Don't show these effects
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
density = stage->ss->density / curWeatherAmount;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
density = stage->ss->density;
|
|
}
|
|
|
|
// Quickly calc all the alphas for each vertex
|
|
for (curvert=0; curvert<input->numVertexes; curvert++)
|
|
{
|
|
// Calc alpha at each point
|
|
VectorSubtract(ssViewOrigin, input->xyz[curvert], dist);
|
|
SSVertAlpha[curvert] = 1.0f - (VectorLengthSquared(dist) - fadedist2) * inv_fadediff;
|
|
|
|
// Note this is the proper equation, but isn't used right now because it would be just a tad slower.
|
|
// Formula for alpha is 1.0f - ((len-fade)/(cut-fade))
|
|
// Which is equal to (1.0+fade/(cut-fade)) - (len/(cut-fade))
|
|
// So mult=1/(cut-fade), and base=(1+fade*mult).
|
|
// SSVertAlpha[curvert] = fadebase - (VectorLength(dist) * fademult);
|
|
|
|
}
|
|
|
|
for (curindex=0; curindex<input->numIndexes-2; curindex+=3)
|
|
{
|
|
curvert = input->indexes[curindex];
|
|
VectorCopy(input->xyz[curvert], v1);
|
|
if (input->normal[curvert][2] < minnormal)
|
|
{
|
|
continue;
|
|
}
|
|
l1 = input->vertexColors[curvert][2];
|
|
a1 = SSVertAlpha[curvert];
|
|
|
|
curvert = input->indexes[curindex+1];
|
|
VectorCopy(input->xyz[curvert], v2);
|
|
if (input->normal[curvert][2] < minnormal)
|
|
{
|
|
continue;
|
|
}
|
|
l2 = input->vertexColors[curvert][2];
|
|
a2 = SSVertAlpha[curvert];
|
|
|
|
curvert = input->indexes[curindex+2];
|
|
VectorCopy(input->xyz[curvert], v3);
|
|
if (input->normal[curvert][2] < minnormal)
|
|
{
|
|
continue;
|
|
}
|
|
l3 = input->vertexColors[curvert][2];
|
|
a3 = SSVertAlpha[curvert];
|
|
|
|
if (a1 <= 0.0f && a2 <= 0.0f && a3 <= 0.0f)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Find the area in order to calculate the stepsize
|
|
vec1to2[0] = v2[0] - v1[0];
|
|
vec1to2[1] = v2[1] - v1[1];
|
|
vec1to3[0] = v3[0] - v1[0];
|
|
vec1to3[1] = v3[1] - v1[1];
|
|
|
|
// Now get the cross product of this sum.
|
|
triarea = vec1to3[0]*vec1to2[1] - vec1to3[1]*vec1to2[0];
|
|
triarea=fabs(triarea);
|
|
if (triarea <= 1.0f)
|
|
{ // Insanely small abhorrent triangle.
|
|
continue;
|
|
}
|
|
step = density * Q_rsqrt(triarea);
|
|
|
|
randomindex = (byte)(v1[0]+v1[1]+v2[0]+v2[1]+v3[0]+v3[1]);
|
|
randominterval = (byte)(v1[0]+v2[1]+v3[2])|0x03; // Make sure the interval is at least 3, and always odd
|
|
|
|
for (posi=0; posi<1.0f; posi+=step)
|
|
{
|
|
for (posj=0; posj<(1.0-posi); posj+=step)
|
|
{
|
|
effecttime = (tr.refdef.time+10000.0*randomchart[randomindex])/stage->ss->fxDuration;
|
|
effectpos = (float)effecttime - (int)effecttime;
|
|
|
|
randomindex2 = randomindex+effecttime;
|
|
randomindex += randominterval;
|
|
fa=posi+randomchart[randomindex2++]*step;
|
|
if (fa>1.0f)
|
|
continue;
|
|
|
|
fb=posj+randomchart[randomindex2++]*step;
|
|
if (fb>(1.0-fa))
|
|
continue;
|
|
|
|
fc = 1.0-fa-fb;
|
|
|
|
// total alpha, minus random factor so some things fade out sooner.
|
|
alphapos = a1*fa + a2*fb + a3*fc;
|
|
|
|
// Note that the alpha at this point is a value from 1.0f to 0.0, but represents when to START fading
|
|
thisspritesfadestart = faderange + (1.0-faderange) * randomchart[randomindex2];
|
|
randomindex2 += randominterval;
|
|
|
|
// Find where the alpha is relative to the fadestart, and calc the real alpha to draw at.
|
|
alpha = 1.0f - ((thisspritesfadestart-alphapos)/faderange);
|
|
if (alpha > 0.0f)
|
|
{
|
|
if (alpha > 1.0f)
|
|
alpha=1.0f;
|
|
|
|
VectorScale(v1, fa, curpoint);
|
|
VectorMA(curpoint, fb, v2, curpoint);
|
|
VectorMA(curpoint, fc, v3, curpoint);
|
|
|
|
light = l1*fa + l2*fb + l3*fc;
|
|
randomindex2 = randomindex;
|
|
width = stage->ss->width*(1.0f + (stage->ss->variance[0]*randomchart[randomindex2]));
|
|
height = stage->ss->height*(1.0f + (stage->ss->variance[1]*randomchart[randomindex2++]));
|
|
|
|
width = width + (effectpos*stage->ss->fxGrow[0]*width);
|
|
height = height + (effectpos*stage->ss->fxGrow[1]*height);
|
|
|
|
// If we want to fade in and out, that's different than a straight fade.
|
|
if (fadeinout)
|
|
{
|
|
if (effectpos > 0.5)
|
|
{ // Fade out
|
|
alpha = alpha*(stage->ss->fxAlphaStart+(fxalpha*(effectpos-0.5)*2.0));
|
|
}
|
|
else
|
|
{ // Fade in
|
|
alpha = alpha*(stage->ss->fxAlphaStart+(fxalpha*(0.5-effectpos)*2.0));
|
|
}
|
|
}
|
|
else
|
|
{ // Normal fade
|
|
alpha = alpha*(stage->ss->fxAlphaStart+(fxalpha*effectpos));
|
|
}
|
|
|
|
if (SSAdditiveTransparency)
|
|
{ // Additive transparency, scale light value
|
|
// light *= alpha;
|
|
light = (128 + (light*0.5))*alpha;
|
|
alpha = 1.0;
|
|
}
|
|
|
|
if (randomchart[randomindex2]>0.5f)
|
|
{
|
|
width = -width;
|
|
}
|
|
if (stage->ss->fadeScale!=0 && alphapos < 1.0f)
|
|
{
|
|
width *= 1.0f + (stage->ss->fadeScale*(1.0-alphapos));
|
|
}
|
|
|
|
if (stage->ss->wind>0.0f && curWindSpeed > 0.001)
|
|
{
|
|
vec3_t drawpoint;
|
|
|
|
VectorMA(curpoint, effectpos*stage->ss->wind, curWindBlowVect, drawpoint);
|
|
RB_EffectSurfaceSprite(drawpoint, width, height, (byte)light, (byte)(alpha*255.0f), stage->ss->fxDuration, stage->ss->facing);
|
|
}
|
|
else
|
|
{
|
|
RB_EffectSurfaceSprite(curpoint, width, height, (byte)light, (byte)(alpha*255.0f), stage->ss->fxDuration, stage->ss->facing);
|
|
}
|
|
|
|
totalsurfsprites++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
extern void R_WorldToLocal (vec3_t world, vec3_t localVec) ;
|
|
extern float preTransEntMatrix[16], invEntMatrix[16];
|
|
extern void R_InvertMatrix(float *sourcemat, float *destmat);
|
|
|
|
void RB_DrawSurfaceSprites( shaderStage_t *stage, shaderCommands_t *input)
|
|
{
|
|
unsigned long glbits=stage->stateBits;
|
|
|
|
R_SurfaceSpriteFrameUpdate();
|
|
|
|
//
|
|
// Check fog
|
|
//
|
|
if ( tess.fogNum && tess.shader->fogPass && r_drawfog->value)
|
|
{
|
|
SSUsingFog = qtrue;
|
|
SQuickSprite.StartGroup(&stage->bundle[0], glbits, tess.fogNum);
|
|
}
|
|
else
|
|
{
|
|
SSUsingFog = qfalse;
|
|
SQuickSprite.StartGroup(&stage->bundle[0], glbits);
|
|
}
|
|
|
|
// Special provision in case the transparency is additive.
|
|
if ((glbits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS)) == (GLS_SRCBLEND_ONE|GLS_DSTBLEND_ONE))
|
|
{ // Additive transparency, scale light value
|
|
SSAdditiveTransparency=qtrue;
|
|
}
|
|
else
|
|
{
|
|
SSAdditiveTransparency=qfalse;
|
|
}
|
|
|
|
|
|
//Check if this is a new entity transformation (incl. world entity), and update the appropriate vectors if so.
|
|
if (backEnd.currentEntity != ssLastEntityDrawn)
|
|
{
|
|
if (backEnd.currentEntity == &tr.worldEntity)
|
|
{ // Drawing the world, so our job is dead-easy, in the viewparms
|
|
VectorCopy(backEnd.viewParms.ori.origin, ssViewOrigin);
|
|
VectorCopy(backEnd.viewParms.ori.axis[1], ssViewRight);
|
|
VectorCopy(backEnd.viewParms.ori.axis[2], ssViewUp);
|
|
}
|
|
else
|
|
{ // Drawing an entity, so we need to transform the viewparms to the model's coordinate system
|
|
// R_WorldPointToEntity (backEnd.viewParms.ori.origin, ssViewOrigin);
|
|
R_WorldNormalToEntity (backEnd.viewParms.ori.axis[1], ssViewRight);
|
|
R_WorldNormalToEntity (backEnd.viewParms.ori.axis[2], ssViewUp);
|
|
VectorCopy(backEnd.ori.viewOrigin, ssViewOrigin);
|
|
// R_WorldToLocal(backEnd.viewParms.ori.axis[1], ssViewRight);
|
|
// R_WorldToLocal(backEnd.viewParms.ori.axis[2], ssViewUp);
|
|
}
|
|
ssLastEntityDrawn = backEnd.currentEntity;
|
|
}
|
|
|
|
switch(stage->ss->surfaceSpriteType)
|
|
{
|
|
case SURFSPRITE_VERTICAL:
|
|
RB_DrawVerticalSurfaceSprites(stage, input);
|
|
break;
|
|
case SURFSPRITE_ORIENTED:
|
|
RB_DrawOrientedSurfaceSprites(stage, input);
|
|
break;
|
|
case SURFSPRITE_EFFECT:
|
|
case SURFSPRITE_WEATHERFX:
|
|
RB_DrawEffectSurfaceSprites(stage, input);
|
|
break;
|
|
}
|
|
|
|
SQuickSprite.EndGroup();
|
|
|
|
sssurfaces++;
|
|
}
|
|
|