quakeforge/libs/client/cl_effects.c
Bill Currie 7294a77356 [client] Put dynamic lights on separate entities
Dynamic lights can't go directly on visible entities as one or the other
will fail to be queued. In addition, the number of lights on an entity
needs to be limited. For now, one general purpose light for various
effects (eg, quad damage etc) and one for the muzzle flash.
2023-08-05 01:42:15 +09:00

212 lines
5.6 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/ecs.h"
#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"
ecs_system_t effect_system;
const component_t effect_components[effect_comp_count] = {
[effect_light] = {
.size = sizeof (uint32_t),
.name = "effect light",
},
[effect_muzzleflash] = {
.size = sizeof (uint32_t),
.name = "muzzle flash",
},
};
#define c_light (effect_system.base + effect_light)
static bool
has_light (entity_t ent)
{
return Ent_HasComponent (ent.id, c_light, ent.reg);
}
static uint32_t
get_light (entity_t ent)
{
return *(uint32_t *) Ent_GetComponent (ent.id, c_light, ent.reg);
}
static void
set_light (entity_t ent, uint32_t light)
{
Ent_SetComponent (ent.id, c_light, ent.reg, &light);
}
static uint32_t
attach_light_ent (entity_t ent)
{
uint32_t light = nullent;
if (has_light (ent)) {
light = get_light (ent);
}
if (!ECS_EntValid (light, ent.reg)) {
light = ECS_NewEntity (ent.reg);
set_light (ent, light);
}
return light;
}
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;
}
}
}
uint32_t light = attach_light_ent (ent);
Ent_SetComponent (light, scene_dynlight, ent.reg, &(dlight_t) {
.origin = org,
.color = color,
.radius = radius,
.die = die,
});
Light_LinkLight (cl_world.scene->lights, light);
}
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) {
uint32_t light = attach_light_ent (ent);
Ent_SetComponent (light, 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, light);
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_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);
}
}