mirror of
https://git.code.sf.net/p/quake/quakeforge
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They're not quite working (trail path offset is incorrect) but their pixels are getting to the screen. Also, lifetimes are off for rocket trails in that as soon as the entity dies, so does the trail.
264 lines
6.6 KiB
C
264 lines
6.6 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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static psystem_t *cl_tsystem;
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static void
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cl_destroy_trail (void *comp)
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{
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auto trail = *(uint32_t *) comp;
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R_Trail_Destroy (cl_tsystem, trail);
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}
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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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[effect_trail] = {
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.size = sizeof (uint32_t),
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.name = "effect trail",
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.destroy = cl_destroy_trail,
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},
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};
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#define c_light (effect_system.base + effect_light)
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#define c_trail (effect_system.base + effect_trail)
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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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static bool
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has_trail (entity_t ent)
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{
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return Ent_HasComponent (ent.id, c_trail, ent.reg);
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}
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static uint32_t
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get_trail (entity_t ent)
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{
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if (!has_trail (ent)) {
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return nullent;
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}
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return *(uint32_t *) Ent_GetComponent (ent.id, c_trail, ent.reg);
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}
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static void
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set_trail (entity_t ent, uint32_t trail)
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{
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Ent_SetComponent (ent.id, c_trail, ent.reg, &trail);
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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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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->effects & ME_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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if (cl_tsystem) {
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uint32_t trail = get_trail (ent);
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if (R_Trail_Valid (cl_tsystem, trail)) {
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R_Trail_Update (cl_tsystem, trail, ent_origin);
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} else {
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set_trail (ent, R_Trail_Create (cl_tsystem, 30, ent_origin));
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}
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}
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renderer->noshadows = 1;
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} else if (model->effects & ME_GRENADE)
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clp_funcs->GrenadeTrail (*old_origin, ent_origin);
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else if (model->effects & ME_GIB)
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clp_funcs->BloodTrail (*old_origin, ent_origin);
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else if (model->effects & ME_ZOMGIB)
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clp_funcs->SlightBloodTrail (*old_origin, ent_origin);
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else if (model->effects & ME_TRACER)
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clp_funcs->WizTrail (*old_origin, ent_origin);
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else if (model->effects & ME_TRACER2)
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clp_funcs->FlameTrail (*old_origin, ent_origin);
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else if (model->effects & ME_TRACER3)
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clp_funcs->VoorTrail (*old_origin, ent_origin);
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else if (model->effects & ME_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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void
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CL_Effects_Init (void)
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{
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if (r_funcs->TrailSystem) {
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cl_tsystem = r_funcs->TrailSystem ();
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}
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}
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