q3rally/engine/code/cgame/cg_atmospheric.c
2011-02-18 14:31:32 +00:00

986 lines
31 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2002-2009 Q3Rally Team (Per Thormann - perle@q3rally.com)
This file is part of q3rally source code.
q3rally source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
q3rally source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with q3rally; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "cg_local.h"
// Q3Rally Code Start
#define MAX_ATMOSPHERIC_PARTICLES 1000 // maximum # of particles
#define MAX_ATMOSPHERIC_DISTANCE 3000 // maximum distance from refdef origin that particles are visible
#define MAX_ATMOSPHERIC_HEIGHT 65536 // maximum world height (FIXME: since 1.27 this should be 65536)
#define MIN_ATMOSPHERIC_HEIGHT -65536 // minimum world height (FIXME: since 1.27 this should be -65536)
#define START_RAIN_HEIGHT 4096
#define START_SNOW_HEIGHT 256
// END
#define MAX_ATMOSPHERIC_EFFECTSHADERS 6 // maximum different effectshaders for an atmospheric effect
#define ATMOSPHERIC_DROPDELAY 1000
#define ATMOSPHERIC_CUTHEIGHT 800
#define ATMOSPHERIC_RAIN_SPEED 1.1f * DEFAULT_GRAVITY
#define ATMOSPHERIC_RAIN_HEIGHT 150
#define ATMOSPHERIC_SNOW_SPEED 0.1f * DEFAULT_GRAVITY
#define ATMOSPHERIC_SNOW_HEIGHT 10
#define NUM_ATMOSPHERIC_TYPES 2
typedef struct cg_atmosphericParticle_s {
vec3_t pos, delta, deltaNormalized, colour, surfacenormal;
float height, minz, weight;
qboolean active;
int contents, surface, nextDropTime;
qhandle_t *effectshader;
} cg_atmosphericParticle_t;
typedef struct cg_atmosphericEffect_s {
cg_atmosphericParticle_t particles[MAX_ATMOSPHERIC_PARTICLES];
qhandle_t effectshaders[MAX_ATMOSPHERIC_EFFECTSHADERS];
qhandle_t effectwatershader, effectlandshader;
int lastRainTime, numDrops;
int gustStartTime, gustEndTime;
int baseStartTime, baseEndTime;
int gustMinTime, gustMaxTime;
int changeMinTime, changeMaxTime;
int baseMinTime, baseMaxTime;
float baseWeight, gustWeight;
int baseDrops, gustDrops;
int numEffectShaders;
qboolean waterSplash, landSplash;
vec3_t baseVec, gustVec;
qboolean (*ParticleCheckVisible)( int type, cg_atmosphericParticle_t *particle );
qboolean (*ParticleGenerate)( int type, cg_atmosphericParticle_t *particle, vec3_t currvec, float currweight );
void (*ParticleRender)( int type, cg_atmosphericParticle_t *particle );
} cg_atmosphericEffect_t;
static cg_atmosphericEffect_t cg_atmFxList[NUM_ATMOSPHERIC_TYPES];
/*
** Render utility functions
*/
void CG_EffectMark( qhandle_t markShader, const vec3_t origin, const vec3_t dir, float alpha, float radius ) {
// 'quick' version of the CG_ImpactMark function
vec3_t axis[3];
float texCoordScale;
vec3_t originalPoints[4];
byte colors[4];
int i;
polyVert_t *v;
polyVert_t verts[4];
if ( !cg_addMarks.integer ) {
return;
}
if ( radius <= 0 ) {
CG_Error( "CG_EffectMark called with <= 0 radius" );
}
// create the texture axis
VectorNormalize2( dir, axis[0] );
PerpendicularVector( axis[1], axis[0] );
VectorSet( axis[2], 1, 0, 0 ); // This is _wrong_, but the function is for water anyway (i.e. usually flat)
CrossProduct( axis[0], axis[2], axis[1] );
texCoordScale = 0.5 * 1.0 / radius;
// create the full polygon
for ( i = 0 ; i < 3 ; i++ ) {
originalPoints[0][i] = origin[i] - radius * axis[1][i] - radius * axis[2][i];
originalPoints[1][i] = origin[i] + radius * axis[1][i] - radius * axis[2][i];
originalPoints[2][i] = origin[i] + radius * axis[1][i] + radius * axis[2][i];
originalPoints[3][i] = origin[i] - radius * axis[1][i] + radius * axis[2][i];
}
colors[0] = 127;
colors[1] = 127;
colors[2] = 127;
colors[3] = alpha * 255;
for ( i = 0, v = verts ; i < 4 ; i++, v++ ) {
vec3_t delta;
VectorCopy( originalPoints[i], v->xyz );
VectorSubtract( v->xyz, origin, delta );
v->st[0] = 0.5 + DotProduct( delta, axis[1] ) * texCoordScale;
v->st[1] = 0.5 + DotProduct( delta, axis[2] ) * texCoordScale;
*(int *)v->modulate = *(int *)colors;
}
trap_R_AddPolyToScene( markShader, 4, verts );
}
/*
** Raindrop management functions
*/
static qboolean CG_RainParticleCheckVisible( int type, cg_atmosphericParticle_t *particle )
{
// Check the raindrop is visible and still going, wrapping if necessary.
float moved;
vec3_t distance;
// Q3Rally Code Start
float angle, dist, viewyaw, yaw, r;
entityState_t *s1;
vec3_t mins, maxs;
int i;
cg_atmosphericEffect_t *cg_atmFx;
cg_atmFx = &cg_atmFxList[type];
// END
if( !particle || !particle->active )
return( qfalse );
moved = (cg.time - cg_atmFx->lastRainTime) * 0.001; // Units moved since last frame
VectorMA( particle->pos, moved, particle->delta, particle->pos );
if( particle->pos[2] + ATMOSPHERIC_CUTHEIGHT < particle->minz )
return( particle->active = qfalse );
// Q3Rally Code Start - if the particle has left our view then move it back into our view
// VectorSubtract( cg.refdef.vieworg, particle->pos, distance );
// if( sqrt( distance[0] * distance[0] + distance[1] * distance[1] ) > MAX_ATMOSPHERIC_DISTANCE )
// return( particle->active = qfalse );
VectorSubtract( particle->pos, cg.refdef.vieworg, distance );
viewyaw = cg.refdefViewAngles[YAW];
// if (viewyaw < 0)
// viewyaw += 360.0f;
yaw = vectoyaw(distance);
if( sqrt( distance[0] * distance[0] + distance[1] * distance[1] ) > MAX_ATMOSPHERIC_DISTANCE
|| fabs(AngleDifference(viewyaw, yaw)) > (cg.refdef.fov_x / 2.0f + 5)
){
angle = (viewyaw + crandom() * cg.refdef.fov_x / 2.0f) * M_PI / 180.0f;
r = random();
dist = 20 + (MAX_ATMOSPHERIC_DISTANCE-20) * (r * r); // ^2: more dense closer
// Com_Printf("viewyaw %f, old yaw %f, diff %f, new yaw %f\n", viewyaw, yaw, AngleDifference(viewyaw, yaw), angle / M_PI * 180.0f);
particle->pos[0] = cg.refdef.vieworg[0] + cos(angle) * dist;
particle->pos[1] = cg.refdef.vieworg[1] + sin(angle) * dist;
}
if ( CG_PointContents( particle->pos, ENTITYNUM_NONE ) == CONTENTS_SOLID ){
return( qfalse );
}
for (i = 0; i < MAX_GENTITIES; i++){
s1 = &cg_entities[i].currentState;
if ( s1->eType != ET_WEATHER ) continue; // entity is not a weather entity
if ( s1->weapon != type ) continue; // entity is not the right type of weather entity
if ( s1->solid == SOLID_BMODEL )
trap_R_ModelBounds(cgs.inlineDrawModel[s1->modelindex], mins, maxs);
else
trap_R_ModelBounds(cgs.gameModels[s1->modelindex], mins, maxs);
if ( CG_InsideBox( mins, maxs, particle->pos ) )
return qtrue;
}
// return( qtrue );
return( qfalse );
// END
}
static qboolean CG_RainParticleGenerate( int type, cg_atmosphericParticle_t *particle, vec3_t currvec, float currweight )
{
// Attempt to 'spot' a raindrop somewhere below a sky texture.
float angle, distance, origz;
vec3_t testpoint, testend;
trace_t tr;
// Q3Rally Code Start
float r;
entityState_t *s1;
vec3_t mins, maxs;
int i;
cg_atmosphericEffect_t *cg_atmFx;
qboolean visible;
cg_atmFx = &cg_atmFxList[type];
// angle = random() * 2*M_PI;
// distance = 20 + MAX_ATMOSPHERIC_DISTANCE * random();
angle = (cg.refdefViewAngles[YAW] + crandom() * cg.refdef.fov_x / 2.0f) * M_PI / 180.0f;
r = random();
distance = 20 + MAX_ATMOSPHERIC_DISTANCE * (r * r); // ^2: more dense closer
// END
// Q3Rally Code Start
// testpoint[0] = testend[0] = cg.refdef.vieworg[0] + sin(angle) * distance;
// testpoint[1] = testend[1] = cg.refdef.vieworg[1] + cos(angle) * distance;
testpoint[0] = testend[0] = cg.refdef.vieworg[0] + cos(angle) * distance;
testpoint[1] = testend[1] = cg.refdef.vieworg[1] + sin(angle) * distance;
// END
testpoint[2] = origz = cg.refdef.vieworg[2];
testend[2] = testpoint[2] + MAX_ATMOSPHERIC_HEIGHT;
// Q3Rally Code Start
visible = qfalse;
for (i = 0; i < MAX_GENTITIES; i++){
s1 = &cg_entities[i].currentState;
if ( s1->eType != ET_WEATHER ) continue; // entity is not a weather entity
if ( s1->weapon != type ) continue; // entity is not the right type of weather entity
if ( s1->solid == SOLID_BMODEL )
trap_R_ModelBounds(cgs.inlineDrawModel[s1->modelindex], mins, maxs);
else
trap_R_ModelBounds(cgs.gameModels[s1->modelindex], mins, maxs);
if ( CG_InsideBox( mins, maxs, testpoint ) )
visible = qtrue;
}
if (!visible)
return qfalse;
// END
while( 1 )
{
if( testpoint[2] >= MAX_ATMOSPHERIC_HEIGHT )
return( qfalse );
if( testend[2] >= MAX_ATMOSPHERIC_HEIGHT )
testend[2] = MAX_ATMOSPHERIC_HEIGHT - 1;
CG_Trace( &tr, testpoint, NULL, NULL, testend, ENTITYNUM_NONE, MASK_SOLID|MASK_WATER );
if( tr.startsolid ) // Stuck in something, skip over it.
{
testpoint[2] += 64;
testend[2] = testpoint[2] + MAX_ATMOSPHERIC_HEIGHT;
}
else if( tr.fraction == 1 ) // Didn't hit anything, we're (probably) outside the world
return( qfalse );
else if( tr.surfaceFlags & SURF_SKY ) // Hit sky, this is where we start.
break;
else return( qfalse );
}
// Q3Rally Code Start
// if drawing snow start drawing it a little lower because it falls too slowly
VectorCopy(tr.endpos, testpoint);
testpoint[2] -= 10;
testend[2] = origz + (tr.fraction * MAX_ATMOSPHERIC_HEIGHT * (random() * 0.8f + 0.2f)) - 10;
CG_Trace( &tr, testpoint, NULL, NULL, testend, ENTITYNUM_NONE, MASK_SOLID|MASK_WATER );
if ( tr.fraction != 1 ){
return qfalse;
}
// END
particle->active = qtrue;
particle->colour[0] = 0.6 + 0.2 * random();
particle->colour[1] = 0.6 + 0.2 * random();
particle->colour[2] = 0.6 + 0.2 * random();
VectorCopy( tr.endpos, particle->pos );
VectorCopy( currvec, particle->delta );
particle->delta[2] += crandom() * 100;
VectorNormalize2( particle->delta, particle->deltaNormalized );
particle->height = ATMOSPHERIC_RAIN_HEIGHT + crandom() * 100;
particle->weight = currweight;
particle->effectshader = &cg_atmFx->effectshaders[0];
distance = ((float)(tr.endpos[2] - MIN_ATMOSPHERIC_HEIGHT)) / -particle->delta[2];
VectorMA( tr.endpos, distance, particle->delta, testend );
CG_Trace( &tr, particle->pos, NULL, NULL, testend, ENTITYNUM_NONE, MASK_SOLID|MASK_WATER );
particle->minz = tr.endpos[2];
tr.endpos[2]--;
VectorCopy( tr.plane.normal, particle->surfacenormal );
particle->surface = tr.surfaceFlags;
particle->contents = CG_PointContents( tr.endpos, ENTITYNUM_NONE );
return( qtrue );
}
static void CG_RainParticleRender( int type, cg_atmosphericParticle_t *particle )
{
// Draw a raindrop
vec3_t forward, right;
polyVert_t verts[4];
vec2_t line;
float len, frac;
vec3_t start, finish;
cg_atmosphericEffect_t *cg_atmFx;
cg_atmFx = &cg_atmFxList[type];
if( !particle->active )
return;
VectorCopy( particle->pos, start );
len = particle->height;
if( start[2] <= particle->minz )
{
// Stop rain going through surfaces.
len = particle->height - particle->minz + start[2];
frac = start[2];
VectorMA( start, len - particle->height, particle->deltaNormalized, start );
// Q3Rally Code Start - replaced with a single cvar
// if( !cg_lowEffects.integer )
if( cg_atmosphericLevel.integer == 2 )
// END
{
frac = (ATMOSPHERIC_CUTHEIGHT - particle->minz + frac) / (float) ATMOSPHERIC_CUTHEIGHT;
// Splash effects on different surfaces
if( particle->contents & (CONTENTS_WATER|CONTENTS_SLIME) )
{
// Water splash
if( cg_atmFx->effectwatershader && frac > 0 && frac < 1 )
CG_EffectMark( cg_atmFx->effectwatershader, start, particle->surfacenormal, frac * 0.5, 8 - frac * 8 );
}
else if( !(particle->contents & CONTENTS_LAVA) && !(particle->surface & (SURF_NODAMAGE|SURF_NOIMPACT|SURF_NOMARKS|SURF_SKY)) )
{
// Solid splash
if( cg_atmFx->effectlandshader && frac > 0 && frac < 1 )
CG_ImpactMark( cg_atmFx->effectlandshader, start, particle->surfacenormal, 0, 1, 1, 1, frac * 0.5, qfalse, 3 - frac * 2, qtrue );
}
}
}
if( len <= 0 )
return;
VectorCopy( particle->deltaNormalized, forward );
VectorMA( start, -len, forward, finish );
line[0] = DotProduct( forward, cg.refdef.viewaxis[1] );
line[1] = DotProduct( forward, cg.refdef.viewaxis[2] );
VectorScale( cg.refdef.viewaxis[1], line[1], right );
VectorMA( right, -line[0], cg.refdef.viewaxis[2], right );
VectorNormalize( right );
VectorMA( finish, particle->weight, right, verts[0].xyz );
verts[0].st[0] = 1;
verts[0].st[1] = 0;
verts[0].modulate[0] = 255;
verts[0].modulate[1] = 255;
verts[0].modulate[2] = 255;
verts[0].modulate[3] = 0;
VectorMA( finish, -particle->weight, right, verts[1].xyz );
verts[1].st[0] = 0;
verts[1].st[1] = 0;
verts[1].modulate[0] = 255;
verts[1].modulate[1] = 255;
verts[1].modulate[2] = 255;
verts[1].modulate[3] = 0;
VectorMA( start, -particle->weight, right, verts[2].xyz );
verts[2].st[0] = 0;
verts[2].st[1] = 1;
verts[2].modulate[0] = 255;
verts[2].modulate[1] = 255;
verts[2].modulate[2] = 255;
verts[2].modulate[3] = 127;
VectorMA( start, particle->weight, right, verts[3].xyz );
verts[3].st[0] = 1;
verts[3].st[1] = 1;
verts[3].modulate[0] = 255;
verts[3].modulate[1] = 255;
verts[3].modulate[2] = 255;
verts[3].modulate[3] = 127;
trap_R_AddPolyToScene( *particle->effectshader, 4, verts );
}
/*
** Snow management functions
*/
static qboolean CG_SnowParticleGenerate( int type, cg_atmosphericParticle_t *particle, vec3_t currvec, float currweight )
{
// Attempt to 'spot' a raindrop somewhere below a sky texture.
float angle, distance, origz;
vec3_t testpoint, testend;
trace_t tr;
// Q3Rally Code Start
float r;
entityState_t *s1;
vec3_t mins, maxs;
int i;
cg_atmosphericEffect_t *cg_atmFx;
qboolean visible;
cg_atmFx = &cg_atmFxList[type];
// angle = random() * 2*M_PI;
// distance = 20 + MAX_ATMOSPHERIC_DISTANCE * random();
angle = (cg.refdefViewAngles[YAW] + crandom() * cg.refdef.fov_x / 2.0f) * M_PI / 180.0f;
r = random();
distance = 20 + MAX_ATMOSPHERIC_DISTANCE * (r * r); // ^2: more dense closer
// END
// Q3Rally Code Start - cos is x, not y
// testpoint[0] = testend[0] = cg.refdef.vieworg[0] + sin(angle) * distance;
// testpoint[1] = testend[1] = cg.refdef.vieworg[1] + cos(angle) * distance;
testpoint[0] = testend[0] = cg.refdef.vieworg[0] + cos(angle) * distance;
testpoint[1] = testend[1] = cg.refdef.vieworg[1] + sin(angle) * distance;
// END
testpoint[2] = origz = cg.refdef.vieworg[2];
testend[2] = testpoint[2] + MAX_ATMOSPHERIC_HEIGHT;
// Q3Rally Code Start
visible = qfalse;
for (i = 0; i < MAX_GENTITIES; i++){
s1 = &cg_entities[i].currentState;
if ( s1->eType != ET_WEATHER ) continue; // entity is not a weather entity
if ( s1->weapon != type ) continue; // entity is not the right type of weather entity
if ( s1->solid == SOLID_BMODEL )
trap_R_ModelBounds(cgs.inlineDrawModel[s1->modelindex], mins, maxs);
else
trap_R_ModelBounds(cgs.gameModels[s1->modelindex], mins, maxs);
if ( CG_InsideBox( mins, maxs, testpoint ) )
visible = qtrue;
}
if (!visible)
return qfalse;
// END
while( 1 )
{
if( testpoint[2] >= MAX_ATMOSPHERIC_HEIGHT )
return( qfalse );
if( testend[2] >= MAX_ATMOSPHERIC_HEIGHT )
testend[2] = MAX_ATMOSPHERIC_HEIGHT - 1;
CG_Trace( &tr, testpoint, NULL, NULL, testend, ENTITYNUM_NONE, MASK_SOLID|MASK_WATER );
if( tr.startsolid ) // Stuck in something, skip over it.
{
testpoint[2] += 64;
testend[2] = testpoint[2] + MAX_ATMOSPHERIC_HEIGHT;
}
else if( tr.fraction == 1 ) // Didn't hit anything, we're (probably) outside the world
return( qfalse );
else if( tr.surfaceFlags & SURF_SKY ) // Hit sky, this is where we start.
break;
else return( qfalse );
}
// Q3Rally Code Start
// if drawing snow start drawing it a little lower because it falls too slowly
if (tr.endpos[2] - origz > START_SNOW_HEIGHT){
VectorCopy(tr.endpos, testpoint);
testpoint[2] -= 10;
testend[2] = origz + (START_SNOW_HEIGHT * (random() * 0.8f + 0.2f));
CG_Trace( &tr, testpoint, NULL, NULL, testend, ENTITYNUM_NONE, MASK_SOLID|MASK_WATER );
if ( tr.fraction != 1 ){
return qfalse;
}
}
// END
particle->active = qtrue;
particle->colour[0] = 0.6 + 0.2 * random();
particle->colour[1] = 0.6 + 0.2 * random();
particle->colour[2] = 0.6 + 0.2 * random();
VectorCopy( tr.endpos, particle->pos );
VectorCopy( currvec, particle->delta );
particle->delta[2] += crandom() * 25;
VectorNormalize2( particle->delta, particle->deltaNormalized );
particle->height = ATMOSPHERIC_SNOW_HEIGHT + crandom() * 8;
particle->weight = particle->height * 0.5f;
particle->effectshader = &cg_atmFx->effectshaders[ (int) (random() * ( cg_atmFx->numEffectShaders - 1 )) ];
distance = ((float)(tr.endpos[2] - MIN_ATMOSPHERIC_HEIGHT)) / -particle->delta[2];
VectorMA( tr.endpos, distance, particle->delta, testend );
CG_Trace( &tr, particle->pos, NULL, NULL, testend, ENTITYNUM_NONE, MASK_SOLID|MASK_WATER );
particle->minz = tr.endpos[2];
tr.endpos[2]--;
VectorCopy( tr.plane.normal, particle->surfacenormal );
particle->surface = tr.surfaceFlags;
particle->contents = CG_PointContents( tr.endpos, ENTITYNUM_NONE );
return( qtrue );
}
static void CG_SnowParticleRender( int type, cg_atmosphericParticle_t *particle )
{
// Draw a snowflake
vec3_t forward, right;
polyVert_t verts[4];
vec2_t line;
float len, frac, sinTumbling, cosTumbling, particleWidth;
vec3_t start, finish;
cg_atmosphericEffect_t *cg_atmFx;
cg_atmFx = &cg_atmFxList[type];
if( !particle->active )
return;
VectorCopy( particle->pos, start );
sinTumbling = sin( particle->pos[2] * 0.03125f );
cosTumbling = cos( ( particle->pos[2] + particle->pos[1] ) * 0.03125f );
start[0] += 24 * ( 1 - particle->deltaNormalized[2] ) * sinTumbling;
start[1] += 24 * ( 1 - particle->deltaNormalized[2] ) * cosTumbling;
len = particle->height;
if( start[2] <= particle->minz )
{
// Stop snow going through surfaces.
len = particle->height - particle->minz + start[2];
frac = start[2];
VectorMA( start, len - particle->height, particle->deltaNormalized, start );
}
if( len <= 0 )
return;
VectorCopy( particle->deltaNormalized, forward );
VectorMA( start, -( len * sinTumbling ), forward, finish );
line[0] = DotProduct( forward, cg.refdef.viewaxis[1] );
line[1] = DotProduct( forward, cg.refdef.viewaxis[2] );
VectorScale( cg.refdef.viewaxis[1], line[1], right );
VectorMA( right, -line[0], cg.refdef.viewaxis[2], right );
VectorNormalize( right );
particleWidth = cosTumbling * particle->weight;
VectorMA( finish, particleWidth, right, verts[0].xyz );
verts[0].st[0] = 1;
verts[0].st[1] = 0;
verts[0].modulate[0] = 255;
verts[0].modulate[1] = 255;
verts[0].modulate[2] = 255;
verts[0].modulate[3] = 255;
VectorMA( finish, -particleWidth, right, verts[1].xyz );
verts[1].st[0] = 0;
verts[1].st[1] = 0;
verts[1].modulate[0] = 255;
verts[1].modulate[1] = 255;
verts[1].modulate[2] = 255;
verts[1].modulate[3] = 255;
VectorMA( start, -particleWidth, right, verts[2].xyz );
verts[2].st[0] = 0;
verts[2].st[1] = 1;
verts[2].modulate[0] = 255;
verts[2].modulate[1] = 255;
verts[2].modulate[2] = 255;
verts[2].modulate[3] = 255;
VectorMA( start, particleWidth, right, verts[3].xyz );
verts[3].st[0] = 1;
verts[3].st[1] = 1;
verts[3].modulate[0] = 255;
verts[3].modulate[1] = 255;
verts[3].modulate[2] = 255;
verts[3].modulate[3] = 255;
trap_R_AddPolyToScene( *particle->effectshader, 4, verts );
}
/*
** Set up gust parameters.
*/
static void CG_EffectGust( cg_atmosphericEffect_t *cg_atmFx )
{
// Generate random values for the next gust
int diff;
cg_atmFx->baseEndTime = cg.time + cg_atmFx->baseMinTime + (rand() % (cg_atmFx->baseMaxTime - cg_atmFx->baseMinTime));
diff = cg_atmFx->changeMaxTime - cg_atmFx->changeMinTime;
cg_atmFx->gustStartTime = cg_atmFx->baseEndTime + cg_atmFx->changeMinTime + (diff ? (rand() % diff) : 0);
diff = cg_atmFx->gustMaxTime - cg_atmFx->gustMinTime;
cg_atmFx->gustEndTime = cg_atmFx->gustStartTime + cg_atmFx->gustMinTime + (diff ? (rand() % diff) : 0);
diff = cg_atmFx->changeMaxTime - cg_atmFx->changeMinTime;
cg_atmFx->baseStartTime = cg_atmFx->gustEndTime + cg_atmFx->changeMinTime + (diff ? (rand() % diff) : 0);
}
static qboolean CG_EffectGustCurrent( cg_atmosphericEffect_t *cg_atmFx, vec3_t curr, float *weight, int *num )
{
// Calculate direction for new drops.
vec3_t temp;
float frac;
if( cg.time < cg_atmFx->baseEndTime )
{
VectorCopy( cg_atmFx->baseVec, curr );
*weight = cg_atmFx->baseWeight;
*num = cg_atmFx->baseDrops;
}
else {
VectorSubtract( cg_atmFx->gustVec, cg_atmFx->baseVec, temp );
if( cg.time < cg_atmFx->gustStartTime )
{
frac = ((float)(cg.time - cg_atmFx->baseEndTime))/((float)(cg_atmFx->gustStartTime - cg_atmFx->baseEndTime));
VectorMA( cg_atmFx->baseVec, frac, temp, curr );
*weight = cg_atmFx->baseWeight + (cg_atmFx->gustWeight - cg_atmFx->baseWeight) * frac;
*num = cg_atmFx->baseDrops + ((float)(cg_atmFx->gustDrops - cg_atmFx->baseDrops)) * frac;
}
else if( cg.time < cg_atmFx->gustEndTime )
{
VectorCopy( cg_atmFx->gustVec, curr );
*weight = cg_atmFx->gustWeight;
*num = cg_atmFx->gustDrops;
}
else
{
frac = 1.0 - ((float)(cg.time - cg_atmFx->gustEndTime))/((float)(cg_atmFx->baseStartTime - cg_atmFx->gustEndTime));
VectorMA( cg_atmFx->baseVec, frac, temp, curr );
*weight = cg_atmFx->baseWeight + (cg_atmFx->gustWeight - cg_atmFx->baseWeight) * frac;
*num = cg_atmFx->baseDrops + ((float)(cg_atmFx->gustDrops - cg_atmFx->baseDrops)) * frac;
if( cg.time >= cg_atmFx->baseStartTime )
return( qtrue );
}
}
return( qfalse );
}
// Q3Rally Code Start
/*
static void CG_EP_ParseFloats( char *floatstr, float *f1, float *f2 )
{
// Parse the float or floats
char *middleptr;
char buff[64];
Q_strncpyz( buff, floatstr, sizeof(buff) );
for( middleptr = buff; *middleptr && *middleptr != ' '; middleptr++ );
if( *middleptr )
{
*middleptr++ = 0;
*f1 = atof( floatstr );
*f2 = atof( middleptr );
}
else {
*f1 = *f2 = atof( floatstr );
}
}
void CG_EffectParse( const char *effectstr )
{
// Split the string into it's component parts.
float bmin, bmax, cmin, cmax, gmin, gmax, bdrop, gdrop, wsplash, lsplash;
int count;
char *startptr, *eqptr, *endptr, *type;
char workbuff[128];
// Q3Rally Code Start
// if( CG_AtmosphericKludge() )
// return;
// END
// Set up some default values
cg_atmFx->baseVec[0] = cg_atmFx->baseVec[1] = 0;
cg_atmFx->gustVec[0] = cg_atmFx->gustVec[1] = 100;
bmin = 5;
bmax = 10;
cmin = 1;
cmax = 1;
gmin = 0;
gmax = 2;
bdrop = gdrop = 300;
cg_atmFx->baseWeight = 0.7f;
cg_atmFx->gustWeight = 1.5f;
wsplash = 1;
lsplash = 1;
type = NULL;
// Parse the parameter string
Q_strncpyz( workbuff, effectstr, sizeof(workbuff) );
for( startptr = workbuff; *startptr; )
{
for( eqptr = startptr; *eqptr && *eqptr != '=' && *eqptr != ','; eqptr++ );
if( !*eqptr )
break; // No more string
if( *eqptr == ',' )
{
startptr = eqptr + 1; // Bad argument, continue
continue;
}
*eqptr++ = 0;
for( endptr = eqptr; *endptr && *endptr != ','; endptr++ );
if( *endptr )
*endptr++ = 0;
if( !type )
{
if( Q_stricmp( startptr, "T" ) ) {
cg_atmFx->numDrops = 0;
CG_Printf( "Atmospheric effect must start with a type.\n" );
return;
}
if( !Q_stricmp( eqptr, "RAIN" ) ) {
type = "rain";
cg_atmFx->ParticleCheckVisible = &CG_RainParticleCheckVisible;
cg_atmFx->ParticleGenerate = &CG_RainParticleGenerate;
cg_atmFx->ParticleRender = &CG_RainParticleRender;
cg_atmFx->baseVec[2] = cg_atmFx->gustVec[2] = - ATMOSPHERIC_RAIN_SPEED;
} else if( !Q_stricmp( eqptr, "SNOW" ) ) {
type = "snow";
cg_atmFx->ParticleCheckVisible = &CG_RainParticleCheckVisible;
cg_atmFx->ParticleGenerate = &CG_SnowParticleGenerate;
cg_atmFx->ParticleRender = &CG_SnowParticleRender;
cg_atmFx->baseVec[2] = cg_atmFx->gustVec[2] = - ATMOSPHERIC_SNOW_SPEED;
} else {
cg_atmFx->numDrops = 0;
CG_Printf( "Only effect type 'rain' and 'snow' are supported.\n" );
return;
}
}
else {
if( !Q_stricmp( startptr, "B" ) )
CG_EP_ParseFloats( eqptr, &bmin, &bmax );
else if( !Q_stricmp( startptr, "C" ) )
CG_EP_ParseFloats( eqptr, &cmin, &cmax );
else if( !Q_stricmp( startptr, "G" ) )
CG_EP_ParseFloats( eqptr, &gmin, &gmax );
else if( !Q_stricmp( startptr, "BV" ) )
CG_EP_ParseFloats( eqptr, &cg_atmFx->baseVec[0], &cg_atmFx->baseVec[1] );
else if( !Q_stricmp( startptr, "GV" ) )
CG_EP_ParseFloats( eqptr, &cg_atmFx->gustVec[0], &cg_atmFx->gustVec[1] );
else if( !Q_stricmp( startptr, "W" ) )
CG_EP_ParseFloats( eqptr, &cg_atmFx->baseWeight, &cg_atmFx->gustWeight );
else if( !Q_stricmp( startptr, "S" ) )
CG_EP_ParseFloats( eqptr, &wsplash, &lsplash );
else if( !Q_stricmp( startptr, "D" ) )
CG_EP_ParseFloats( eqptr, &bdrop, &gdrop );
else CG_Printf( "Unknown effect key '%s'.\n", startptr );
}
startptr = endptr;
}
if( !type )
{
// No effects
cg_atmFx->numDrops = -1;
return;
}
cg_atmFx->baseMinTime = 1000 * bmin;
cg_atmFx->baseMaxTime = 1000 * bmax;
cg_atmFx->changeMinTime = 1000 * cmin;
cg_atmFx->changeMaxTime = 1000 * cmax;
cg_atmFx->gustMinTime = 1000 * gmin;
cg_atmFx->gustMaxTime = 1000 * gmax;
cg_atmFx->baseDrops = bdrop;
cg_atmFx->gustDrops = gdrop;
cg_atmFx->waterSplash = wsplash;
cg_atmFx->landSplash = lsplash;
cg_atmFx->numDrops = (cg_atmFx->baseDrops > cg_atmFx->gustDrops) ? cg_atmFx->baseDrops : cg_atmFx->gustDrops;
if( cg_atmFx->numDrops > MAX_ATMOSPHERIC_PARTICLES )
cg_atmFx->numDrops = MAX_ATMOSPHERIC_PARTICLES;
// Load graphics
// Rain
if( type == "rain" ) {
cg_atmFx->numEffectShaders = 1;
if( !(cg_atmFx->effectshaders[0] = trap_R_RegisterShader( "gfx/atmosphere/raindrop" )) )
cg_atmFx->effectshaders[0] = -1;
if( cg_atmFx->waterSplash )
cg_atmFx->effectwatershader = trap_R_RegisterShader( "gfx/atmosphere/raindropwater" );
if( cg_atmFx->landSplash )
cg_atmFx->effectlandshader = trap_R_RegisterShader( "gfx/atmosphere/raindropsolid" );
// Snow
} else if( type == "snow" ) {
for( cg_atmFx->numEffectShaders = 0; cg_atmFx->numEffectShaders < 6; cg_atmFx->numEffectShaders++ ) {
if( !( cg_atmFx->effectshaders[cg_atmFx->numEffectShaders] = trap_R_RegisterShader( va("gfx/atmosphere/snowflake0%i", cg_atmFx->numEffectShaders ) ) ) )
cg_atmFx->effectshaders[cg_atmFx->numEffectShaders] = -1; // we had some kind of a problem
}
cg_atmFx->waterSplash = 0;
cg_atmFx->landSplash = 0;
// This really should never happen
} else
cg_atmFx->numEffectShaders = 0;
// Initialise atmospheric effect to prevent all particles falling at the start
for( count = 0; count < cg_atmFx->numDrops; count++ )
cg_atmFx->particles[count].nextDropTime = ATMOSPHERIC_DROPDELAY + (rand() % ATMOSPHERIC_DROPDELAY);
CG_EffectGust();
}
*/
// END
// Q3Rally Code Start
void CG_Atmospheric_SetParticles( int type, int numParticles, qboolean diableSplashes ){
int count;
cg_atmosphericEffect_t *cg_atmFx;
cg_atmFx = &cg_atmFxList[type];
if ( cg_atmFx->numDrops ) return;
// Set up some default values
cg_atmFx->baseVec[0] = cg_atmFx->baseVec[1] = 0;
cg_atmFx->gustVec[0] = 0;
cg_atmFx->gustVec[1] = 100;
cg_atmFx->baseMinTime = 5000;
cg_atmFx->baseMaxTime = 10000;
cg_atmFx->changeMinTime = 500;
cg_atmFx->changeMaxTime = 500;
cg_atmFx->gustMinTime = 500;
cg_atmFx->gustMaxTime = 2000;
cg_atmFx->baseDrops = numParticles;
cg_atmFx->gustDrops = numParticles;
cg_atmFx->baseWeight = 1.0f;
cg_atmFx->gustWeight = 2.0f;
cg_atmFx->waterSplash = !diableSplashes;
cg_atmFx->landSplash = !diableSplashes;
cg_atmFx->numDrops = (cg_atmFx->baseDrops > cg_atmFx->gustDrops) ? cg_atmFx->baseDrops : cg_atmFx->gustDrops;
if( cg_atmFx->numDrops > MAX_ATMOSPHERIC_PARTICLES )
cg_atmFx->numDrops = MAX_ATMOSPHERIC_PARTICLES;
// Rain
if( type == 0 ) {
cg_atmFx->ParticleCheckVisible = &CG_RainParticleCheckVisible;
cg_atmFx->ParticleGenerate = &CG_RainParticleGenerate;
cg_atmFx->ParticleRender = &CG_RainParticleRender;
cg_atmFx->baseVec[2] = cg_atmFx->gustVec[2] = - ATMOSPHERIC_RAIN_SPEED;
cg_atmFx->numEffectShaders = 1;
if( !(cg_atmFx->effectshaders[0] = trap_R_RegisterShader( "gfx/atmosphere/raindrop" )) )
cg_atmFx->effectshaders[0] = -1;
if( cg_atmFx->waterSplash )
cg_atmFx->effectwatershader = trap_R_RegisterShader( "gfx/atmosphere/raindropwater" );
if( cg_atmFx->landSplash )
cg_atmFx->effectlandshader = trap_R_RegisterShader( "gfx/atmosphere/raindropsolid" );
}
// Snow
else {
cg_atmFx->ParticleCheckVisible = &CG_RainParticleCheckVisible;
cg_atmFx->ParticleGenerate = &CG_SnowParticleGenerate;
cg_atmFx->ParticleRender = &CG_SnowParticleRender;
cg_atmFx->baseVec[2] = cg_atmFx->gustVec[2] = - ATMOSPHERIC_SNOW_SPEED;
for( cg_atmFx->numEffectShaders = 0; cg_atmFx->numEffectShaders < 6; cg_atmFx->numEffectShaders++ ) {
if( !( cg_atmFx->effectshaders[cg_atmFx->numEffectShaders] = trap_R_RegisterShader( va("gfx/atmosphere/snowflake0%i", cg_atmFx->numEffectShaders ) ) ) )
cg_atmFx->effectshaders[cg_atmFx->numEffectShaders] = -1; // we had some kind of a problem
}
cg_atmFx->waterSplash = 0;
cg_atmFx->landSplash = 0;
}
for( count = 0; count < cg_atmFx->numDrops; count++ ){
if (cg_atmFx->particles[count].active) continue;
cg_atmFx->particles[count].nextDropTime = ATMOSPHERIC_DROPDELAY + (rand() % ATMOSPHERIC_DROPDELAY);
}
CG_EffectGust( cg_atmFx );
}
// END
/*
** Main render loop
*/
void CG_AddAtmosphericEffects()
{
// Add atmospheric effects (e.g. rain, snow etc.) to view
int curr, max, currnum;
cg_atmosphericParticle_t *particle;
vec3_t currvec;
float currweight;
cg_atmosphericEffect_t *cg_atmFx;
int i;
// Q3Rally Code Start
if ( !cg_atmosphericLevel.integer )
return;
// END
for (i = 0; i < NUM_ATMOSPHERIC_TYPES; i++){
cg_atmFx = &cg_atmFxList[i];
if( cg_atmFx->numDrops <= 0 || cg_atmFx->numEffectShaders == 0 ) continue;
// Q3Rally Code Start - changed to one cvar
// max = cg_lowEffects.integer ? (cg_atmFx->numDrops >> 1) : cg_atmFx->numDrops;
max = (cg_atmosphericLevel.integer == 1) ? (cg_atmFx->numDrops >> 1) : cg_atmFx->numDrops;
// END
if( CG_EffectGustCurrent( cg_atmFx, currvec, &currweight, &currnum ) )
CG_EffectGust( cg_atmFx ); // Recalculate gust parameters
for( curr = 0; curr < max; curr++ )
{
particle = &cg_atmFx->particles[curr];
if( !cg_atmFx->ParticleCheckVisible( i, particle ) )
{
// Effect has terminated / fallen from screen view
if( !particle->nextDropTime )
{
// Stop rain being synchronized
particle->nextDropTime = rand() % ATMOSPHERIC_DROPDELAY;
}
else if( currnum < curr || particle->nextDropTime > cg.time )
continue;
if( !cg_atmFx->ParticleGenerate( i, particle, currvec, currweight ) )
{
// Ensure it doesn't attempt to generate every frame, to prevent
// 'clumping' when there's only a small sky area available.
particle->nextDropTime = cg.time + ATMOSPHERIC_DROPDELAY;
continue;
}
}
cg_atmFx->ParticleRender( i, particle );
}
cg_atmFx->lastRainTime = cg.time;
}
}