mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-02-03 06:11:15 +00:00
6892dc1422
This takes care of rockets and lava balls casting shadows when they shouldn't (rockets more because the shadow doesn't look that nice, lava balls because they glow and thus shouldn't cast shadows). Same for flames, though the small torches lost their cool sconce shadows (need to split up the model into flame and sconce parts and mark each separately).
213 lines
5.6 KiB
C
213 lines
5.6 KiB
C
/*
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cl_effect.c
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Client side effect management
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 2021 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2021/3/11
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include "QF/ecs.h"
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#include "QF/render.h"
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#include "QF/plugin/vid_render.h" //FIXME
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#include "QF/scene/entity.h"
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#include "QF/scene/light.h"
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#include "QF/scene/scene.h"
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#include "client/entities.h"
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#include "client/effects.h"
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#include "client/particles.h"
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#include "client/world.h"
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ecs_system_t effect_system;
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const component_t effect_components[effect_comp_count] = {
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[effect_light] = {
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.size = sizeof (uint32_t),
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.name = "effect light",
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},
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[effect_muzzleflash] = {
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.size = sizeof (uint32_t),
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.name = "muzzle flash",
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},
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};
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#define c_light (effect_system.base + effect_light)
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static bool
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has_light (entity_t ent)
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{
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return Ent_HasComponent (ent.id, c_light, ent.reg);
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}
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static uint32_t
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get_light (entity_t ent)
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{
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return *(uint32_t *) Ent_GetComponent (ent.id, c_light, ent.reg);
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}
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static void
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set_light (entity_t ent, uint32_t light)
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{
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Ent_SetComponent (ent.id, c_light, ent.reg, &light);
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}
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static uint32_t
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attach_light_ent (entity_t ent)
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{
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uint32_t light = nullent;
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if (has_light (ent)) {
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light = get_light (ent);
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}
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if (!ECS_EntValid (light, ent.reg)) {
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light = ECS_NewEntity (ent.reg);
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set_light (ent, light);
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}
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return light;
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}
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void
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CL_NewDlight (entity_t ent, vec4f_t org, int effects, byte glow_size,
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byte glow_color, double time)
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{
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static vec4f_t normal = {0.4, 0.2, 0.05, 0.7};
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static vec4f_t red = {0.5, 0.05, 0.05, 0.7};
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static vec4f_t blue = {0.05, 0.05, 0.5, 0.7};
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static vec4f_t purple = {0.5, 0.05, 0.5, 0.7};
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effects &= EF_BLUE | EF_RED | EF_BRIGHTLIGHT | EF_DIMLIGHT;
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if (!effects) {
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if (!glow_size)
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return;
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}
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float radius = 0;
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float die = time + 0.1;
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vec4f_t color = normal;
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if (effects & (EF_BLUE | EF_RED | EF_BRIGHTLIGHT | EF_DIMLIGHT)) {
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radius = 200 + (rand () & 31);
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if (effects & EF_BRIGHTLIGHT) {
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radius += 200;
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org[2] += 16;
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}
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if (effects & EF_DIMLIGHT)
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if (effects & ~EF_DIMLIGHT)
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radius -= 100;
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radius = radius;
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switch (effects & (EF_RED | EF_BLUE)) {
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case EF_RED | EF_BLUE: color = purple; break;
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case EF_RED: color = red; break;
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case EF_BLUE: color = blue; break;
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default: color = normal; break;
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}
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}
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if (glow_size) {
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radius += glow_size < 128 ? glow_size * 8.0 : (glow_size - 256) * 8.0;
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if (glow_color) {
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if (glow_color == 255) {
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color = (vec4f_t) { 1, 1, 1, 0.7 };
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} else {
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byte *tempcolor;
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tempcolor = (byte *) &d_8to24table[glow_color];
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VectorScale (tempcolor, 1 / 255.0, color);
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color[3] = 0.7;
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}
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}
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}
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uint32_t light = attach_light_ent (ent);
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Ent_SetComponent (light, scene_dynlight, ent.reg, &(dlight_t) {
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.origin = org,
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.color = color,
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.radius = radius,
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.die = die,
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});
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Light_LinkLight (cl_world.scene->lights, light);
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}
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void
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CL_ModelEffects (entity_t ent, int glow_color, double time)
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{
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transform_t transform = Entity_Transform (ent);
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, cl_world.scene->reg);
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model_t *model = renderer->model;
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vec4f_t *old_origin = Ent_GetComponent (ent.id, scene_old_origin, cl_world.scene->reg);
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vec4f_t ent_origin = Transform_GetWorldPosition (transform);
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// add automatic particle trails
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if (model->flags & EF_ROCKET) {
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uint32_t light = attach_light_ent (ent);
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Ent_SetComponent (light, scene_dynlight, ent.reg, &(dlight_t) {
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.origin = ent_origin,
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//FIXME VectorCopy (r_firecolor, dl->color);
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.color = { 0.9, 0.7, 0.0, 0.7 },
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.radius = 200,
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.die = time + 0.1,
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});
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Light_LinkLight (cl_world.scene->lights, light);
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clp_funcs->RocketTrail (*old_origin, ent_origin);
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renderer->noshadows = 1;
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} else if (model->flags & EF_GRENADE)
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clp_funcs->GrenadeTrail (*old_origin, ent_origin);
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else if (model->flags & EF_GIB)
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clp_funcs->BloodTrail (*old_origin, ent_origin);
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else if (model->flags & EF_ZOMGIB)
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clp_funcs->SlightBloodTrail (*old_origin, ent_origin);
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else if (model->flags & EF_TRACER)
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clp_funcs->WizTrail (*old_origin, ent_origin);
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else if (model->flags & EF_TRACER2)
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clp_funcs->FlameTrail (*old_origin, ent_origin);
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else if (model->flags & EF_TRACER3)
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clp_funcs->VoorTrail (*old_origin, ent_origin);
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else if (model->flags & EF_GLOWTRAIL)
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clp_funcs->GlowTrail (*old_origin, ent_origin, glow_color);
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}
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void
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CL_EntityEffects (entity_t ent, entity_state_t *state, double time)
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{
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transform_t transform = Entity_Transform (ent);
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vec4f_t position = Transform_GetWorldPosition (transform);
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if (state->effects & EF_BRIGHTFIELD)
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clp_funcs->EntityParticles (position);
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if (state->effects & EF_MUZZLEFLASH) {
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vec4f_t fv = Transform_Forward (transform);
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CL_MuzzleFlash (ent, position, fv, 16, time);
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}
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}
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