mirror of
https://github.com/nzp-team/fteqw.git
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6e3f69f504
fte particle scripts are disabled (classic works). I'll fix these in the new year. Redid framestate stuff again. Slightly better now, but this is the bulk of the changes here. Reworked the renderqueue to provide batches of items instead of individual items. This cleans up the particle rendering code significantly, and is a step towards multiple concurrent particle systems. fte's scripted particles are broken as I'm trying to find a way to rework them to batch types together, rather than having to restart each batch after each particle when you have two particles in a trail. I'll fix it some time. Reworked some alias model code regarding skeletal models. Added some conceptual skeletal bone control builtins available to csqc. Currently it can query the bone names and save off animation states, but can't animate - its just not complete. Added more info to glsl custom shaders. Updated surface sorting on halflife maps to properly cope with alphaed entities, rather than just texture-based blends (q2-style). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3095 fc73d0e0-1445-4013-8a0c-d673dee63da5
308 lines
5.9 KiB
C
308 lines
5.9 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_efrag.c
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#include "quakedef.h"
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#ifdef SWQUAKE
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#include "r_local.h"
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#endif
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extern int r_framecount;
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mnode_t *r_pefragtopnode;
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//===========================================================================
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/*
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===============================================================================
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ENTITY FRAGMENT FUNCTIONS
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===============================================================================
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*/
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efrag_t **lastlink;
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vec3_t r_emins, r_emaxs;
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entity_t *r_addent;
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/*
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================
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R_RemoveEfrags
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Call when removing an object from the world or moving it to another position
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================
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*/
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void R_RemoveEfrags (entity_t *ent)
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{
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efrag_t *ef, *old, *walk, **prev;
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ef = ent->efrag;
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while (ef)
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{
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prev = &ef->leaf->efrags;
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while (1)
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{
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walk = *prev;
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if (!walk)
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break;
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if (walk == ef)
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{ // remove this fragment
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*prev = ef->leafnext;
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break;
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}
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else
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prev = &walk->leafnext;
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}
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old = ef;
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ef = ef->entnext;
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// put it on the free list
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old->entnext = cl.free_efrags;
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cl.free_efrags = old;
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}
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ent->efrag = NULL;
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}
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/*
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===================
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R_SplitEntityOnNode
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===================
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*/
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void R_Q1Q2BSP_SplitEntityOnNode (mnode_t *node)
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{
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efrag_t *ef;
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mplane_t *splitplane;
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mleaf_t *leaf;
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int sides;
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if (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3)
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{
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if (node->contents & Q2CONTENTS_SOLID)
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{
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return;
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}
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}
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else
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{
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if (node->contents == Q1CONTENTS_SOLID)
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{
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return;
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}
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}
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// add an efrag if the node is a leaf
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if ( node->contents < 0)
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{
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if (!r_pefragtopnode)
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r_pefragtopnode = node;
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leaf = (mleaf_t *)node;
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// grab an efrag off the free list
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ef = cl.free_efrags;
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if (!ef)
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{
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Con_Printf ("Too many efrags!\n");
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return; // no free fragments...
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}
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cl.free_efrags = cl.free_efrags->entnext;
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ef->entity = r_addent;
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// add the entity link
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*lastlink = ef;
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lastlink = &ef->entnext;
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ef->entnext = NULL;
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// set the leaf links
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ef->leaf = leaf;
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ef->leafnext = leaf->efrags;
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leaf->efrags = ef;
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return;
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}
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// NODE_MIXED
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splitplane = node->plane;
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sides = BOX_ON_PLANE_SIDE(r_emins, r_emaxs, splitplane);
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if (sides == 3)
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{
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// split on this plane
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// if this is the first splitter of this bmodel, remember it
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if (!r_pefragtopnode)
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r_pefragtopnode = node;
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}
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// recurse down the contacted sides
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if (sides & 1)
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R_Q1Q2BSP_SplitEntityOnNode (node->children[0]);
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if (sides & 2)
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R_Q1Q2BSP_SplitEntityOnNode (node->children[1]);
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}
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#ifdef SWQUAKE
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/*
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===================
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R_SplitEntityOnNode2
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===================
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*/
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void R_Q1BSP_SplitEntityOnNode2 (mnode_t *node)
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{
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mplane_t *splitplane;
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int sides;
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if (node->visframe != r_visframecount)
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return;
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if (node->contents < 0)
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{
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if (node->contents != Q1CONTENTS_SOLID)
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r_pefragtopnode = node; // we've reached a non-solid leaf, so it's
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// visible and not BSP clipped
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return;
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}
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splitplane = node->plane;
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sides = BOX_ON_PLANE_SIDE(r_emins, r_emaxs, splitplane);
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if (sides == 3)
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{
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// remember first splitter
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r_pefragtopnode = node;
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return;
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}
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// not split yet; recurse down the contacted side
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if (sides & 1)
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R_Q1BSP_SplitEntityOnNode2 (node->children[0]);
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else
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R_Q1BSP_SplitEntityOnNode2 (node->children[1]);
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}
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#endif
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/*
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===========
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R_AddEfrags
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===========
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*/
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void R_AddEfrags (entity_t *ent)
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{
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model_t *entmodel;
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int i;
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if (!ent->model)
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return;
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if (ent == &r_worldentity)
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return; // never add the world
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r_addent = ent;
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lastlink = &ent->efrag;
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r_pefragtopnode = NULL;
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entmodel = ent->model;
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for (i=0 ; i<3 ; i++)
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{
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r_emins[i] = ent->origin[i] + entmodel->mins[i];
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r_emaxs[i] = ent->origin[i] + entmodel->maxs[i];
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}
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if (cl.worldmodel->nodes)
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R_Q1Q2BSP_SplitEntityOnNode (cl.worldmodel->nodes);
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ent->topnode = r_pefragtopnode;
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}
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/*
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================
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R_StoreEfrags
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// FIXME: a lot of this goes away with edge-based
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================
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*/
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void R_StoreEfrags (efrag_t **ppefrag)
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{
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entity_t *pent;
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model_t *clmodel;
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efrag_t *pefrag;
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extern cvar_t gl_part_flame;
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extern cvar_t r_drawflame;
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while ((pefrag = *ppefrag) != NULL)
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{
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pent = pefrag->entity;
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clmodel = pent->model;
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if ((!r_drawflame.value) && (clmodel->engineflags & MDLF_FLAME))
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break;
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// switch (clmodel->type)
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// {
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// case mod_alias:
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// case mod_brush:
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// case mod_sprite:
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// pent = pefrag->entity;
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if ((pent->visframe != r_framecount) &&
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(cl_numvisedicts < MAX_VISEDICTS))
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{
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pent->framestate.g[FS_REG].frametime[0] = cl.time;
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pent->framestate.g[FS_REG].frametime[1] = cl.time;
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cl_visedicts[cl_numvisedicts++] = *pent;
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// mark that we've recorded this entity for this frame
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pent->visframe = r_framecount;
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// emit particles for statics (we don't need to cheat check statics)
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if (clmodel->particleeffect >= 0 && gl_part_flame.value)
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{
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// TODO: this is ugly.. assumes ent is in static entities, and subtracts
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// pointer math to get an index to use in cl_static emit
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// there needs to be a cleaner method for this
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int i = (int)(pent - cl_static_entities);
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P_EmitEffect(pent->origin, clmodel->particleeffect, &(cl_static_emit[i]));
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}
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}
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ppefrag = &pefrag->leafnext;
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// break;
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// default:
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// Con_Printf ("R_StoreEfrags: Bad entity type %d\n", clmodel->type);
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// }
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}
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}
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