mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-27 06:34:11 +00:00
8d2791752e
After yesterday's crazy marathon editing all the particles files, and starting to do another big change to them today, I realized that I really do need to merge them down. All the actual spawning is now in the client library (though particle insertion will need to be moved). GLSL particle rendering is semi-broken in that it now does only points (until I come up with a way to select between points and quads (probably a context object, which I need anyway for Vulkan)).
182 lines
4.7 KiB
C
182 lines
4.7 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/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 "client/entities.h"
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#include "client/effects.h"
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#include "client/particles.h"
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void
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CL_NewDlight (int key, 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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float radius;
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dlight_t *dl;
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static quat_t normal = {0.4, 0.2, 0.05, 0.7};
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static quat_t red = {0.5, 0.05, 0.05, 0.7};
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static quat_t blue = {0.05, 0.05, 0.5, 0.7};
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static quat_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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dl = r_funcs->R_AllocDlight (key);
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if (!dl)
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return;
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VectorCopy (org, dl->origin);
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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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dl->origin[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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dl->radius = radius;
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dl->die = time + 0.1;
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switch (effects & (EF_RED | EF_BLUE)) {
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case EF_RED | EF_BLUE:
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QuatCopy (purple, dl->color);
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break;
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case EF_RED:
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QuatCopy (red, dl->color);
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break;
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case EF_BLUE:
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QuatCopy (blue, dl->color);
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break;
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default:
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QuatCopy (normal, dl->color);
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break;
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}
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}
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if (glow_size) {
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dl->radius += glow_size < 128 ? glow_size * 8.0 :
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(glow_size - 256) * 8.0;
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dl->die = time + 0.1;
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if (glow_color) {
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if (glow_color == 255) {
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dl->color[0] = dl->color[1] = dl->color[2] = 1.0;
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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, dl->color);
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}
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}
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}
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}
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void
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CL_ModelEffects (entity_t *ent, int num, int glow_color, double time)
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{
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dlight_t *dl;
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model_t *model = ent->renderer.model;
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vec4f_t old_origin = ent->old_origin;
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vec4f_t ent_origin = Transform_GetWorldPosition (ent->transform);
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// add automatic particle trails
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if (model->flags & EF_ROCKET) {
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dl = r_funcs->R_AllocDlight (num);
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if (dl) {
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VectorCopy (ent_origin, dl->origin);
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dl->radius = 200.0;
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dl->die = time + 0.1;
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//FIXME VectorCopy (r_firecolor->vec, dl->color);
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VectorSet (0.9, 0.7, 0.0, dl->color);
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dl->color[3] = 0.7;
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}
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clp_funcs->RocketTrail (old_origin, ent_origin);
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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_MuzzleFlash (vec4f_t position, vec4f_t fv, float zoffset, int num,
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double time)
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{
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dlight_t *dl = r_funcs->R_AllocDlight (num);
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if (dl) {
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position += 18 * fv;
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VectorCopy (position, dl->origin);
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dl->origin[2] += zoffset;
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dl->radius = 200 + (rand () & 31);
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dl->die = time + 0.1;
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dl->minlight = 32;
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dl->color[0] = 0.2;
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dl->color[1] = 0.1;
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dl->color[2] = 0.05;
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dl->color[3] = 0.7;
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}
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}
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void
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CL_EntityEffects (int num, entity_t *ent, entity_state_t *state, double time)
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{
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vec4f_t position = Transform_GetWorldPosition (ent->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 (ent->transform);
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CL_MuzzleFlash (position, fv, 16, num, time);
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}
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}
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