quakeforge/libs/client/cl_effects.c
Bill Currie 35ec2ebb4c [scene] Move dynamic lights into the scene ECS
While the insertion of dlights into the BSP might wind up being overly
expensive, the automatic management of the component pool cleans up the
various loops in the renderers.

Unfortunately, (current bug) lights on entities cause the entity to
disappear due to how the entity queue system works, and the doubled
efrag chain causes crashes when changing maps, meaning lights should be
on their own entities, not additional components on entities with
visible models.

Also, the vulkan renderer segfaults on dlights (fix incoming, along with
shadows for dlights).
2023-08-04 15:08:56 +09:00

176 lines
5 KiB
C

/*
cl_effect.c
Client side effect management
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 2021 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2021/3/11
This program 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.
This program 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 this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/render.h"
#include "QF/plugin/vid_render.h" //FIXME
#include "QF/scene/entity.h"
#include "QF/scene/light.h"
#include "QF/scene/scene.h"
#include "client/entities.h"
#include "client/effects.h"
#include "client/particles.h"
#include "client/world.h"
void
CL_NewDlight (entity_t ent, vec4f_t org, int effects, byte glow_size,
byte glow_color, double time)
{
static vec4f_t normal = {0.4, 0.2, 0.05, 0.7};
static vec4f_t red = {0.5, 0.05, 0.05, 0.7};
static vec4f_t blue = {0.05, 0.05, 0.5, 0.7};
static vec4f_t purple = {0.5, 0.05, 0.5, 0.7};
effects &= EF_BLUE | EF_RED | EF_BRIGHTLIGHT | EF_DIMLIGHT;
if (!effects) {
if (!glow_size)
return;
}
float radius = 0;
float die = time + 0.1;
vec4f_t color = normal;
if (effects & (EF_BLUE | EF_RED | EF_BRIGHTLIGHT | EF_DIMLIGHT)) {
radius = 200 + (rand () & 31);
if (effects & EF_BRIGHTLIGHT) {
radius += 200;
org[2] += 16;
}
if (effects & EF_DIMLIGHT)
if (effects & ~EF_DIMLIGHT)
radius -= 100;
radius = radius;
switch (effects & (EF_RED | EF_BLUE)) {
case EF_RED | EF_BLUE: color = purple; break;
case EF_RED: color = red; break;
case EF_BLUE: color = blue; break;
default: color = normal; break;
}
}
if (glow_size) {
radius += glow_size < 128 ? glow_size * 8.0 : (glow_size - 256) * 8.0;
if (glow_color) {
if (glow_color == 255) {
color = (vec4f_t) { 1, 1, 1, 0.7 };
} else {
byte *tempcolor;
tempcolor = (byte *) &d_8to24table[glow_color];
VectorScale (tempcolor, 1 / 255.0, color);
color[3] = 0.7;
}
}
}
Ent_SetComponent (ent.id, scene_dynlight, ent.reg, &(dlight_t) {
.origin = org,
.color = color,
.radius = radius,
.die = die,
});
Light_LinkLight (cl_world.scene->lights, ent.id);
}
void
CL_ModelEffects (entity_t ent, int glow_color, double time)
{
transform_t transform = Entity_Transform (ent);
renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, cl_world.scene->reg);
model_t *model = renderer->model;
vec4f_t *old_origin = Ent_GetComponent (ent.id, scene_old_origin, cl_world.scene->reg);
vec4f_t ent_origin = Transform_GetWorldPosition (transform);
// add automatic particle trails
if (model->flags & EF_ROCKET) {
Ent_SetComponent (ent.id, scene_dynlight, ent.reg, &(dlight_t) {
.origin = ent_origin,
//FIXME VectorCopy (r_firecolor, dl->color);
.color = { 0.9, 0.7, 0.0, 0.7 },
.radius = 200,
.die = time + 0.1,
});
Light_LinkLight (cl_world.scene->lights, ent.id);
clp_funcs->RocketTrail (*old_origin, ent_origin);
} else if (model->flags & EF_GRENADE)
clp_funcs->GrenadeTrail (*old_origin, ent_origin);
else if (model->flags & EF_GIB)
clp_funcs->BloodTrail (*old_origin, ent_origin);
else if (model->flags & EF_ZOMGIB)
clp_funcs->SlightBloodTrail (*old_origin, ent_origin);
else if (model->flags & EF_TRACER)
clp_funcs->WizTrail (*old_origin, ent_origin);
else if (model->flags & EF_TRACER2)
clp_funcs->FlameTrail (*old_origin, ent_origin);
else if (model->flags & EF_TRACER3)
clp_funcs->VoorTrail (*old_origin, ent_origin);
else if (model->flags & EF_GLOWTRAIL)
clp_funcs->GlowTrail (*old_origin, ent_origin, glow_color);
}
void
CL_MuzzleFlash (entity_t ent, vec4f_t position, vec4f_t fv, float zoffset,
double time)
{
Ent_SetComponent (ent.id, scene_dynlight, ent.reg, &(dlight_t) {
.origin = position + 18 * fv + zoffset * (vec4f_t) {0, 0, 1, 0},
.color = { 0.2, 0.1, 0.05, 0.7 },
.radius = 200 + (rand () & 31),
.die = time + 0.1,
.minlight = 32,
});
Light_LinkLight (cl_world.scene->lights, ent.id);
}
void
CL_EntityEffects (entity_t ent, entity_state_t *state, double time)
{
transform_t transform = Entity_Transform (ent);
vec4f_t position = Transform_GetWorldPosition (transform);
if (state->effects & EF_BRIGHTFIELD)
clp_funcs->EntityParticles (position);
if (state->effects & EF_MUZZLEFLASH) {
vec4f_t fv = Transform_Forward (transform);
CL_MuzzleFlash (ent, position, fv, 16, time);
}
}