// this include must remain at the top of every CPP file #include "common_headers.h" #if !defined(FX_SCHEDULER_H_INC) #include "FxScheduler.h" #endif #include "cg_media.h" #pragma warning(disable: 4035) static long myftol( float f ) { static int tmp; __asm fld f __asm fistp tmp __asm mov eax, tmp } #pragma warning(default: 4035) extern int drawnFx; extern int mParticles; extern int mOParticles; extern int mLines; extern int mTails; extern vmCvar_t fx_expensivePhysics; // Helper function //------------------------- void ClampVec( vec3_t dat, byte *res ) { int r; // clamp all vec values, then multiply the normalized values by 255 to maximize the result for ( int i = 0; i < 3; i++ ) { r = myftol(dat[i] * 255.0f); if ( r < 0 ) { r = 0; } else if ( r > 255 ) { r = 255; } res[i] = (unsigned char)r; } } void GetOrigin( int clientID, vec3_t org ) { if ( clientID >=0 ) { centity_t *cent = &cg_entities[clientID]; if ( cent && cent->gent && cent->gent->client ) { VectorCopy( cent->gent->client->renderInfo.muzzlePoint, org ); } } } void GetDir( int clientID, vec3_t org ) { if ( clientID >=0 ) { centity_t *cent = &cg_entities[clientID]; if ( cent && cent->gent && cent->gent->client ) { VectorCopy( cent->gent->client->renderInfo.muzzleDir, org ); } } } //-------------------------- // // Base Effect Class // //-------------------------- //-------------------------- // // Derived Particle Class // //-------------------------- void CParticle::Die() { if ( mFlags & FX_DEATH_RUNS_FX && !(mFlags & FX_KILL_ON_IMPACT) ) { vec3_t norm; // Man, this just seems so, like, uncool and stuff... VectorSet( norm, crandom(), crandom(), crandom()); VectorNormalize( norm ); theFxScheduler.PlayEffect( mDeathFxID, mOrigin1, norm ); } } //---------------------------- bool CParticle::Cull() { vec3_t dir; // Get the direction to the view VectorSubtract( mOrigin1, cg.refdef.vieworg, dir ); // Check if it's behind the viewer if ( (DotProduct( cg.refdef.viewaxis[0], dir )) < 0 ) { return true; } float len = VectorLengthSquared( dir ); // Can't be too close if ( len < 16 * 16 ) { return true; } return false; } //---------------------------- void CParticle::Draw() { if ( mFlags & FX_DEPTH_HACK ) { // Not sure if first person needs to be set, but it can't hurt? mRefEnt.renderfx |= RF_DEPTHHACK; } // Add our refEntity to the scene VectorCopy( mOrigin1, mRefEnt.origin ); theFxHelper.AddFxToScene( &mRefEnt ); drawnFx++; mParticles++; } //---------------------------- // Update //---------------------------- bool CParticle::Update() { // Game pausing can cause dumb time things to happen, so kill the effect in this instance if ( mTimeStart > theFxHelper.mTime ) { return false; } if ( mFlags & FX_RELATIVE ) { if ( mClientID < 0 || mClientID >= ENTITYNUM_WORLD ) { // we are somehow not bolted even though the flag is on? return false; } vec3_t org; vec3_t ax[3]; // Get our current position and direction if (mModelNum>=0 && mBoltNum>=0) //bolt style { const centity_t ¢ = cg_entities[mClientID]; if (cent.gent->ghoul2.IsValid()) { if (!theFxHelper.GetOriginAxisFromBolt(cent, mModelNum, mBoltNum, org, ax)) { //could not get bolt return false; } } } else {//fixme change this to bolt style... vec3_t dir, ang; GetOrigin( mClientID, org ); GetDir( mClientID, dir ); vectoangles( dir, ang ); AngleVectors( ang, ax[0], ax[1], ax[2] ); } vec3_t realVel, realAccel; VectorMA( org, mOrgOffset[0], ax[0], org ); VectorMA( org, mOrgOffset[1], ax[1], org ); VectorMA( org, mOrgOffset[2], ax[2], org ); const float time = (theFxHelper.mTime - mTimeStart) * 0.001f; // calc the real velocity and accel vectors VectorScale( ax[0], mVel[0], realVel ); VectorMA( realVel, mVel[1], ax[1], realVel ); VectorMA( realVel, mVel[2], ax[2], realVel ); realVel[2] += 0.5f * mGravity * time; VectorScale( ax[0], mAccel[0], realAccel ); VectorMA( realAccel, mAccel[1], ax[1], realAccel ); VectorMA( realAccel, mAccel[2], ax[2], realAccel ); // Get our real velocity at the current time, taking into account the effects of acceleartion. NOTE: not sure if this is even 100% correct math-wise VectorMA( realVel, time, realAccel, realVel ); // Now move us to where we should be at the given time VectorMA( org, time, realVel, mOrigin1 ); } else if (( mTimeStart < theFxHelper.mTime ) && UpdateOrigin() == false ) { // we are marked for death return false; } if ( !Cull()) { UpdateSize(); UpdateRGB(); UpdateAlpha(); UpdateRotation(); Draw(); } return true; } //---------------------------- // Update Origin //---------------------------- bool CParticle::UpdateOrigin() { vec3_t new_origin; // float ftime, time2; UpdateVelocity(); // Calc the time differences // ftime = theFxHelper.mFrameTime * 0.001f; //time2 = ftime * ftime * 0.5f; // time2=0; // Predict the new position new_origin[0] = mOrigin1[0] + theFxHelper.mFloatFrameTime * mVel[0];// + time2 * mVel[0]; new_origin[1] = mOrigin1[1] + theFxHelper.mFloatFrameTime * mVel[1];// + time2 * mVel[1]; new_origin[2] = mOrigin1[2] + theFxHelper.mFloatFrameTime * mVel[2];// + time2 * mVel[2]; // Only perform physics if this object is tagged to do so if ( (mFlags & FX_APPLY_PHYSICS) ) { bool solid; if ( (mFlags&FX_EXPENSIVE_PHYSICS) && fx_expensivePhysics.integer ) { solid = true; // by setting this to true, we force a real trace to happen } else { // if this returns solid, we need to do a trace solid = !!(CG_PointContents( new_origin, ENTITYNUM_WORLD ) & ( MASK_SHOT | CONTENTS_WATER )); } if ( solid ) { trace_t trace; float dot; if ( mFlags & FX_USE_BBOX ) { if (mFlags & FX_GHOUL2_TRACE) { theFxHelper.G2Trace( &trace, mOrigin1, mMin, mMax, new_origin, ENTITYNUM_NONE, ( MASK_SHOT | CONTENTS_WATER ) ); } else { theFxHelper.Trace( &trace, mOrigin1, mMin, mMax, new_origin, -1, ( MASK_SHOT | CONTENTS_WATER ) ); } } else { if (mFlags & FX_GHOUL2_TRACE) { theFxHelper.G2Trace( &trace, mOrigin1, NULL, NULL, new_origin, ENTITYNUM_NONE, ( MASK_SHOT | CONTENTS_WATER ) ); } else { theFxHelper.Trace( &trace, mOrigin1, NULL, NULL, new_origin, -1, ( MASK_SHOT | CONTENTS_WATER ) ); } } // Hit something if ( trace.fraction < 1.0f )//|| trace.startsolid || trace.allsolid ) { if ( mFlags & FX_IMPACT_RUNS_FX && !(trace.surfaceFlags & SURF_NOIMPACT )) { theFxScheduler.PlayEffect( mImpactFxID, trace.endpos, trace.plane.normal ); } if ( mFlags & FX_KILL_ON_IMPACT ) { // time to die return false; } VectorMA( mVel, theFxHelper.mFloatFrameTime * trace.fraction, mAccel, mVel ); dot = DotProduct( mVel, trace.plane.normal ); VectorMA( mVel, -2 * dot, trace.plane.normal, mVel ); VectorScale( mVel, mElasticity, mVel ); // If the velocity is too low, make it stop moving, rotating, and turn off physics to avoid // doing expensive operations when they aren't needed if ( trace.plane.normal[2] > 0 && mVel[2] < 4 ) { VectorClear( mVel ); VectorClear( mAccel ); mFlags &= ~(FX_APPLY_PHYSICS|FX_IMPACT_RUNS_FX); } // Set the origin to the exact impact point VectorCopy( trace.endpos, mOrigin1 ); return true; } } } // No physics were done to this object, move it VectorCopy( new_origin, mOrigin1 ); return true; } //---------------------------- // Update Size //---------------------------- void CParticle::UpdateSize() { // completely biased towards start if it doesn't get overridden float perc1 = 1.0f, perc2 = 1.0f; if ( (mFlags & FX_SIZE_LINEAR) ) { // calculate element biasing perc1 = 1.0f - (float)(theFxHelper.mTime - mTimeStart) / (float)(mTimeEnd - mTimeStart); } // We can combine FX_LINEAR with _either_ FX_NONLINEAR, FX_WAVE, or FX_CLAMP if (( mFlags & FX_SIZE_PARM_MASK ) == FX_SIZE_NONLINEAR ) { if ( theFxHelper.mTime > mSizeParm ) { // get percent done, using parm as the start of the non-linear fade perc2 = 1.0f - (float)(theFxHelper.mTime - mSizeParm) / (float)(mTimeEnd - mSizeParm); } if ( mFlags & FX_SIZE_LINEAR ) { // do an even blend perc1 = perc1 * 0.5f + perc2 * 0.5f; } else { // just copy it over...sigh perc1 = perc2; } } else if (( mFlags & FX_SIZE_PARM_MASK ) == FX_SIZE_WAVE ) { // wave gen, with parm being the frequency multiplier perc1 = perc1 * (float)cos( (theFxHelper.mTime - mTimeStart) * mSizeParm ); } else if (( mFlags & FX_SIZE_PARM_MASK ) == FX_SIZE_CLAMP ) { if ( theFxHelper.mTime < mSizeParm ) { // get percent done, using parm as the start of the non-linear fade perc2 = (float)(mSizeParm - theFxHelper.mTime) / (float)(mSizeParm - mTimeStart); } else { perc2 = 0.0f; // make it full size?? } if ( (mFlags & FX_SIZE_LINEAR) ) { // do an even blend perc1 = perc1 * 0.5f + perc2 * 0.5f; } else { // just copy it over...sigh perc1 = perc2; } } // If needed, RAND can coexist with linear and either non-linear or wave. if (( mFlags & FX_SIZE_RAND )) { // Random simply modulates the existing value perc1 = random() * perc1; } mRefEnt.radius = (mSizeStart * perc1) + (mSizeEnd * (1.0f - perc1)); } //---------------------------- // Update RGB //---------------------------- void CParticle::UpdateRGB() { // completely biased towards start if it doesn't get overridden float perc1 = 1.0f, perc2 = 1.0f; vec3_t res; if ( (mFlags & FX_RGB_LINEAR) ) { // calculate element biasing perc1 = 1.0f - (float)( theFxHelper.mTime - mTimeStart ) / (float)( mTimeEnd - mTimeStart ); } // We can combine FX_LINEAR with _either_ FX_NONLINEAR, FX_WAVE, or FX_CLAMP if (( mFlags & FX_RGB_PARM_MASK ) == FX_RGB_NONLINEAR ) { if ( theFxHelper.mTime > mRGBParm ) { // get percent done, using parm as the start of the non-linear fade perc2 = 1.0f - (float)( theFxHelper.mTime - mRGBParm ) / (float)( mTimeEnd - mRGBParm ); } if ( (mFlags & FX_RGB_LINEAR) ) { // do an even blend perc1 = perc1 * 0.5f + perc2 * 0.5f; } else { // just copy it over...sigh perc1 = perc2; } } else if (( mFlags & FX_RGB_PARM_MASK ) == FX_RGB_WAVE ) { // wave gen, with parm being the frequency multiplier perc1 = perc1 * (float)cos(( theFxHelper.mTime - mTimeStart ) * mRGBParm ); } else if (( mFlags & FX_RGB_PARM_MASK ) == FX_RGB_CLAMP ) { if ( theFxHelper.mTime < mRGBParm ) { // get percent done, using parm as the start of the non-linear fade perc2 = (float)(mRGBParm - theFxHelper.mTime) / (float)(mRGBParm - mTimeStart); } else { perc2 = 0.0f; // make it full size?? } if (( mFlags & FX_RGB_LINEAR )) { // do an even blend perc1 = perc1 * 0.5f + perc2 * 0.5f; } else { // just copy it over...sigh perc1 = perc2; } } // If needed, RAND can coexist with linear and either non-linear or wave. if (( mFlags & FX_RGB_RAND )) { // Random simply modulates the existing value perc1 = random() * perc1; } // Now get the correct color VectorScale( mRGBStart, perc1, res ); VectorMA( res, (1.0f - perc1), mRGBEnd, mRefEnt.angles ); // angles is a temp storage, will get clamped to a byte in the UpdateAlpha section } //---------------------------- // Update Alpha //---------------------------- void CParticle::UpdateAlpha() { // completely biased towards start if it doesn't get overridden float perc1 = 1.0f, perc2 = 1.0f; if ( mFlags & FX_ALPHA_LINEAR ) { // calculate element biasing perc1 = 1.0f - (float)(theFxHelper.mTime - mTimeStart) / (float)(mTimeEnd - mTimeStart); } // We can combine FX_LINEAR with _either_ FX_NONLINEAR, FX_WAVE, or FX_CLAMP if (( mFlags & FX_ALPHA_PARM_MASK ) == FX_ALPHA_NONLINEAR ) { if ( theFxHelper.mTime > mAlphaParm ) { // get percent done, using parm as the start of the non-linear fade perc2 = 1.0f - (float)(theFxHelper.mTime - mAlphaParm) / (float)(mTimeEnd - mAlphaParm); } if ( mFlags & FX_ALPHA_LINEAR ) { // do an even blend perc1 = perc1 * 0.5f + perc2 * 0.5f; } else { // just copy it over...sigh perc1 = perc2; } } else if (( mFlags & FX_ALPHA_PARM_MASK ) == FX_ALPHA_WAVE ) { // wave gen, with parm being the frequency multiplier perc1 = perc1 * (float)cos( (theFxHelper.mTime - mTimeStart) * mAlphaParm ); } else if (( mFlags & FX_ALPHA_PARM_MASK ) == FX_ALPHA_CLAMP ) { if ( theFxHelper.mTime < mAlphaParm ) { // get percent done, using parm as the start of the non-linear fade perc2 = (float)(mAlphaParm - theFxHelper.mTime) / (float)(mAlphaParm - mTimeStart); } else { perc2 = 0.0f; // make it full size?? } if ( mFlags & FX_ALPHA_LINEAR ) { // do an even blend perc1 = perc1 * 0.5f + perc2 * 0.5f; } else { // just copy it over...sigh perc1 = perc2; } } perc1 = (mAlphaStart * perc1) + (mAlphaEnd * (1.0f - perc1)); // We should be in the right range, but clamp to ensure if ( perc1 < 0.0f ) { perc1 = 0.0f; } else if ( perc1 > 1.0f ) { perc1 = 1.0f; } // If needed, RAND can coexist with linear and either non-linear or wave. if ( (mFlags & FX_ALPHA_RAND) ) { // Random simply modulates the existing value perc1 = random() * perc1; } if ( mFlags & FX_USE_ALPHA ) { // should use this when using art that has an alpha channel ClampVec( mRefEnt.angles, (byte*)(&mRefEnt.shaderRGBA) ); mRefEnt.shaderRGBA[3] = (byte)(perc1 * 0xff); } else { // Modulate the rgb fields by the alpha value to do the fade, works fine for additive blending VectorScale( mRefEnt.angles, perc1, mRefEnt.angles ); ClampVec( mRefEnt.angles, (byte*)(&mRefEnt.shaderRGBA) ); } } //-------------------------------- // // Derived Oriented Particle Class // //-------------------------------- //---------------------------- bool COrientedParticle::Cull() { vec3_t dir; // Get the direction to the view VectorSubtract( mOrigin1, cg.refdef.vieworg, dir ); // Check if it's behind the viewer if ( (DotProduct( cg.refdef.viewaxis[0], dir )) < 0 ) { return true; } float len = VectorLengthSquared( dir ); // Can't be too close if ( len < 24 * 24 ) { return true; } return false; } //---------------------------- void COrientedParticle::Draw() { if ( mFlags & FX_DEPTH_HACK ) { // Not sure if first person needs to be set mRefEnt.renderfx |= RF_DEPTHHACK; } // Add our refEntity to the scene VectorCopy( mOrigin1, mRefEnt.origin ); VectorCopy( mNormal, mRefEnt.axis[0] ); theFxHelper.AddFxToScene( &mRefEnt ); drawnFx++; mOParticles++; } //---------------------------- // Update //---------------------------- bool COrientedParticle::Update() { // Game pausing can cause dumb time things to happen, so kill the effect in this instance if ( mTimeStart > theFxHelper.mTime ) { return false; } if ( mFlags & FX_RELATIVE ) { if ( mClientID < 0 || mClientID >= ENTITYNUM_WORLD ) { // we are somehow not bolted even though the flag is on? return false; } vec3_t org; vec3_t ax[3]; // Get our current position and direction if (mModelNum>=0 && mBoltNum>=0) //bolt style { const centity_t ¢ = cg_entities[mClientID]; if (cent.gent->ghoul2.IsValid()) { if (!theFxHelper.GetOriginAxisFromBolt(cent, mModelNum, mBoltNum, org, ax)) { //could not get bolt return false; } } } else {//fixme change this to bolt style... vec3_t dir, ang; GetOrigin( mClientID, org ); GetDir( mClientID, dir ); vectoangles( dir, ang ); AngleVectors( ang, ax[0], ax[1], ax[2] ); } vec3_t realVel, realAccel; VectorMA( org, mOrgOffset[0], ax[0], org ); VectorMA( org, mOrgOffset[1], ax[1], org ); VectorMA( org, mOrgOffset[2], ax[2], org ); const float time = (theFxHelper.mTime - mTimeStart) * 0.001f; // calc the real velocity and accel vectors VectorScale( ax[0], mVel[0], realVel ); VectorMA( realVel, mVel[1], ax[1], realVel ); VectorMA( realVel, mVel[2], ax[2], realVel ); realVel[2] += 0.5f * mGravity * time; VectorScale( ax[0], mAccel[0], realAccel ); VectorMA( realAccel, mAccel[1], ax[1], realAccel ); VectorMA( realAccel, mAccel[2], ax[2], realAccel ); // Get our real velocity at the current time, taking into account the effects of acceleartion. NOTE: not sure if this is even 100% correct math-wise VectorMA( realVel, time, realAccel, realVel ); // Now move us to where we should be at the given time VectorMA( org, time, realVel, mOrigin1 ); //use the normalOffset and add that to the actual normal of the bolt //NOTE: not tested!!! vec3_t boltAngles, offsetAngles, transformedAngles; vectoangles( ax[0], boltAngles ); vectoangles( mNormalOffset, offsetAngles ); VectorAdd( boltAngles, offsetAngles, transformedAngles ); AngleVectors( transformedAngles, mNormal, NULL, NULL ); } else if (( mTimeStart < theFxHelper.mTime ) && UpdateOrigin() == false ) { // we are marked for death return false; } if ( !Cull()) { UpdateSize(); UpdateRGB(); UpdateAlpha(); UpdateRotation(); Draw(); } return true; } //---------------------------- // // Derived Line Class // //---------------------------- //---------------------------- void CLine::Draw() { if ( mFlags & FX_DEPTH_HACK ) { // Not sure if first person needs to be set, but it can't hurt? mRefEnt.renderfx |= RF_DEPTHHACK; } VectorCopy( mOrigin1, mRefEnt.origin ); VectorCopy( mOrigin2, mRefEnt.oldorigin ); theFxHelper.AddFxToScene( &mRefEnt ); drawnFx++; mLines++; } //---------------------------- bool CLine::Update() { // Game pausing can cause dumb time things to happen, so kill the effect in this instance if ( mTimeStart > theFxHelper.mTime ) { return false; } if ( mFlags & FX_RELATIVE ) { if ( mClientID < 0 || mClientID >= ENTITYNUM_WORLD ) { // we are somehow not bolted even though the flag is on? return false; } vec3_t ax[3] = {0}; // Get our current position and direction if (mModelNum>=0 && mBoltNum>=0) //bolt style { const centity_t ¢ = cg_entities[mClientID]; if (cent.gent->ghoul2.IsValid()) { if (!theFxHelper.GetOriginAxisFromBolt(cent, mModelNum, mBoltNum, mOrigin1, ax)) { //could not get bolt return false; } } } else {//fixme change this to bolt style... // Get our current position and direction GetOrigin( mClientID, mOrigin1 ); GetDir( mClientID, ax[0] ); } VectorAdd(mOrigin1, mOrgOffset, mOrigin1); //add the offset to the bolt point vec3_t end; trace_t trace; if ( mFlags & FX_APPLY_PHYSICS ) { VectorMA( mOrigin1, 2048, ax[0], end ); theFxHelper.Trace( &trace, mOrigin1, NULL, NULL, end, mClientID, MASK_SHOT ); VectorCopy( trace.endpos, mOrigin2 ); if ( mImpactFxID > 0 ) { theFxScheduler.PlayEffect( mImpactFxID, trace.endpos, trace.plane.normal ); } } else { VectorMA( mOrigin1, mVel[0], ax[0], mOrigin2 ); VectorMA( mOrigin2, mVel[1], ax[1], mOrigin2 ); VectorMA( mOrigin2, mVel[2], ax[2], mOrigin2 ); } } UpdateSize(); UpdateRGB(); UpdateAlpha(); Draw(); return true; } //---------------------------- // // Derived Electricity Class // //---------------------------- void CElectricity::Initialize() { mRefEnt.frame = random() * 1265536; mRefEnt.endTime = cg.time + (mTimeEnd - mTimeStart); if ( mFlags & FX_DEPTH_HACK ) { mRefEnt.renderfx |= RF_DEPTHHACK; } if ( mFlags & FX_BRANCH ) { mRefEnt.renderfx |= RF_FORKED; } if ( mFlags & FX_TAPER ) { mRefEnt.renderfx |= RF_TAPERED; } if ( mFlags & FX_GROW ) { mRefEnt.renderfx |= RF_GROW; } } //---------------------------- void CElectricity::Draw() { VectorCopy( mOrigin1, mRefEnt.origin ); VectorCopy( mOrigin2, mRefEnt.oldorigin ); mRefEnt.angles[0] = mChaos; mRefEnt.angles[1] = mTimeEnd - mTimeStart; theFxHelper.AddFxToScene( &mRefEnt ); drawnFx++; mLines++; // NOT REALLY A LINE! } //---------------------------- bool CElectricity::Update() { // Game pausing can cause dumb time things to happen, so kill the effect in this instance if ( mTimeStart > theFxHelper.mTime ) { return false; } //Handle Relative and Bolted Effects if ( mFlags & FX_RELATIVE ) {//add mOrgOffset to bolt position and store in mOrigin1 if ( mClientID < 0 || mClientID >= ENTITYNUM_WORLD ) { // we are somehow not bolted even though the flag is on? return false; } vec3_t ax[3] = {0}; // Get our current position and direction if (mModelNum>=0 && mBoltNum>=0) //bolt style { const centity_t ¢ = cg_entities[mClientID]; if (cent.gent->ghoul2.IsValid()) { if (!theFxHelper.GetOriginAxisFromBolt(cent, mModelNum, mBoltNum, mOrigin1, ax)) { //could not get bolt return false; } } } else {//fixme change this to bolt style... // Get our current position and direction GetOrigin( mClientID, mOrigin1 ); GetDir( mClientID, ax[0] ); } //add the offset to the bolt point VectorAdd(mOrigin1, mOrgOffset, mOrigin1); //add the endpoint offset to the start to get the final offset VectorMA( mOrigin1, mVel[0], ax[0], mOrigin2 ); VectorMA( mOrigin2, mVel[1], ax[1], mOrigin2 ); VectorMA( mOrigin2, mVel[2], ax[2], mOrigin2 ); } //else just uses the static origin1 & origin2 as start and end UpdateSize(); UpdateRGB(); UpdateAlpha(); Draw(); return true; } //---------------------------- // // Derived Tail Class // //---------------------------- bool CTail::Cull() { vec3_t dir; // Get the direction to the view VectorSubtract( mOrigin1, cg.refdef.vieworg, dir ); // Check if it's behind the viewer if ( (DotProduct( cg.refdef.viewaxis[0], dir )) < 0 ) { return true; } return false; } //---------------------------- void CTail::Draw() { if ( mFlags & FX_DEPTH_HACK ) { // Not sure if first person needs to be set mRefEnt.renderfx |= RF_DEPTHHACK; } VectorCopy( mOrigin1, mRefEnt.origin ); theFxHelper.AddFxToScene( &mRefEnt ); drawnFx++; mTails++; } //---------------------------- bool CTail::Update() { // Game pausing can cause dumb time things to happen, so kill the effect in this instance if ( mTimeStart > theFxHelper.mTime ) { return false; } if ( !fx_freeze.integer ) { VectorCopy( mOrigin1, mOldOrigin ); } if ( mFlags & FX_RELATIVE ) { if ( mClientID < 0 || mClientID >= ENTITYNUM_WORLD ) { // we are somehow not bolted even though the flag is on? return false; } vec3_t org; vec3_t ax[3]; if (mModelNum>=0 && mBoltNum>=0) //bolt style { const centity_t ¢ = cg_entities[mClientID]; if (cent.gent->ghoul2.IsValid()) { if (!theFxHelper.GetOriginAxisFromBolt(cent, mModelNum, mBoltNum, org, ax)) { //could not get bolt return false; } } } else { vec3_t dir; // Get our current position and direction GetOrigin( mClientID, org ); GetDir( mClientID, dir ); vec3_t ang; vectoangles( dir, ang ); AngleVectors( ang, ax[0], ax[1], ax[2] ); } vec3_t realVel, realAccel; VectorMA( org, mOrgOffset[0], ax[0], org ); VectorMA( org, mOrgOffset[1], ax[1], org ); VectorMA( org, mOrgOffset[2], ax[2], org ); // calc the real velocity and accel vectors // FIXME: if you want right and up movement in addition to the forward movement, you'll have to convert dir into a set of perp. axes and do some extra work VectorScale( ax[0], mVel[0], realVel ); VectorMA( realVel, mVel[1], ax[1], realVel ); VectorMA( realVel, mVel[2], ax[2], realVel ); VectorScale( ax[0], mAccel[0], realAccel ); VectorMA( realAccel, mAccel[1], ax[1], realAccel ); VectorMA( realAccel, mAccel[2], ax[2], realAccel ); const float time = (theFxHelper.mTime - mTimeStart) * 0.001f; // Get our real velocity at the current time, taking into account the effects of acceleration. NOTE: not sure if this is even 100% correct math-wise VectorMA( realVel, time, realAccel, realVel ); // Now move us to where we should be at the given time VectorMA( org, time, realVel, mOrigin1 ); // Just calc an old point some time in the past, doesn't really matter when VectorMA( org, (time - 0.003f), realVel, mOldOrigin ); } else if (( mTimeStart < theFxHelper.mTime ) && UpdateOrigin() == false ) { // we are marked for death return false; } if ( !Cull() ) { UpdateSize(); UpdateLength(); UpdateRGB(); UpdateAlpha(); CalcNewEndpoint(); Draw(); } return true; } //---------------------------- void CTail::UpdateLength() { // completely biased towards start if it doesn't get overridden float perc1 = 1.0f, perc2 = 1.0f; if ( mFlags & FX_LENGTH_LINEAR ) { // calculate element biasing perc1 = 1.0f - (float)(theFxHelper.mTime - mTimeStart) / (float)(mTimeEnd - mTimeStart); } // We can combine FX_LINEAR with _either_ FX_NONLINEAR or FX_WAVE if (( mFlags & FX_LENGTH_PARM_MASK ) == FX_LENGTH_NONLINEAR ) { if ( theFxHelper.mTime > mLengthParm ) { // get percent done, using parm as the start of the non-linear fade perc2 = 1.0f - (float)(theFxHelper.mTime - mLengthParm) / (float)(mTimeEnd - mLengthParm); } if ( mFlags & FX_LENGTH_LINEAR ) { // do an even blend perc1 = perc1 * 0.5f + perc2 * 0.5f; } else { // just copy it over...sigh perc1 = perc2; } } else if (( mFlags & FX_LENGTH_PARM_MASK ) == FX_LENGTH_WAVE ) { // wave gen, with parm being the frequency multiplier perc1 = perc1 * (float)cos( (theFxHelper.mTime - mTimeStart) * mLengthParm ); } else if (( mFlags & FX_LENGTH_PARM_MASK ) == FX_LENGTH_CLAMP ) { if ( theFxHelper.mTime < mLengthParm ) { // get percent done, using parm as the start of the non-linear fade perc2 = (float)(mLengthParm - theFxHelper.mTime) / (float)(mLengthParm - mTimeStart); } else { perc2 = 0.0f; // make it full size?? } if ( mFlags & FX_LENGTH_LINEAR ) { // do an even blend perc1 = perc1 * 0.5f + perc2 * 0.5f; } else { // just copy it over...sigh perc1 = perc2; } } // If needed, RAND can coexist with linear and either non-linear or wave. if ( mFlags & FX_LENGTH_RAND ) { // Random simply modulates the existing value perc1 = random() * perc1; } mLength = (mLengthStart * perc1) + (mLengthEnd * (1.0f - perc1)); } //---------------------------- void CTail::CalcNewEndpoint() { vec3_t temp; // FIXME: Hmmm, this looks dumb when physics are on and a bounce happens VectorSubtract( mOldOrigin, mOrigin1, temp ); // I wish we didn't have to do a VectorNormalize every frame..... VectorNormalize( temp ); VectorMA( mOrigin1, mLength, temp, mRefEnt.oldorigin ); } //---------------------------- // // Derived Cylinder Class // //---------------------------- void CCylinder::Draw() { if ( mFlags & FX_DEPTH_HACK ) { // Not sure if first person needs to be set, but it can't hurt? mRefEnt.renderfx |= RF_DEPTHHACK; } VectorCopy( mOrigin1, mRefEnt.origin ); VectorMA( mOrigin1, mLength, mRefEnt.axis[0], mRefEnt.oldorigin ); theFxHelper.AddFxToScene( &mRefEnt ); drawnFx++; } //---------------------------- // Update Size2 //---------------------------- void CCylinder::UpdateSize2() { // completely biased towards start if it doesn't get overridden float perc1 = 1.0f, perc2 = 1.0f; if ( mFlags & FX_SIZE2_LINEAR ) { // calculate element biasing perc1 = 1.0f - (float)(theFxHelper.mTime - mTimeStart) / (float)(mTimeEnd - mTimeStart); } // We can combine FX_LINEAR with _either_ FX_NONLINEAR or FX_WAVE if (( mFlags & FX_SIZE2_PARM_MASK ) == FX_SIZE2_NONLINEAR ) { if ( theFxHelper.mTime > mSize2Parm ) { // get percent done, using parm as the start of the non-linear fade perc2 = 1.0f - (float)(theFxHelper.mTime - mSize2Parm) / (float)(mTimeEnd - mSize2Parm); } if ( (mFlags & FX_SIZE2_LINEAR) ) { // do an even blend perc1 = perc1 * 0.5f + perc2 * 0.5f; } else { // just copy it over...sigh perc1 = perc2; } } else if (( mFlags & FX_SIZE2_PARM_MASK ) == FX_SIZE2_WAVE ) { // wave gen, with parm being the frequency multiplier perc1 = perc1 * (float)cos( (theFxHelper.mTime - mTimeStart) * mSize2Parm ); } else if (( mFlags & FX_SIZE2_PARM_MASK ) == FX_SIZE2_CLAMP ) { if ( theFxHelper.mTime < mSize2Parm ) { // get percent done, using parm as the start of the non-linear fade perc2 = (float)(mSize2Parm - theFxHelper.mTime) / (float)(mSize2Parm - mTimeStart); } else { perc2 = 0.0f; // make it full size?? } if ( mFlags & FX_SIZE2_LINEAR ) { // do an even blend perc1 = perc1 * 0.5f + perc2 * 0.5f; } else { // just copy it over...sigh perc1 = perc2; } } // If needed, RAND can coexist with linear and either non-linear or wave. if ( mFlags & FX_SIZE2_RAND ) { // Random simply modulates the existing value perc1 = random() * perc1; } mRefEnt.backlerp = (mSize2Start * perc1) + (mSize2End * (1.0f - perc1)); } //---------------------------- bool CCylinder::Update() { // Game pausing can cause dumb time things to happen, so kill the effect in this instance if ( mTimeStart > theFxHelper.mTime ) { return false; } if ( mFlags & FX_RELATIVE ) { if ( mClientID < 0 || mClientID >= ENTITYNUM_WORLD ) { // we are somehow not bolted even though the flag is on? return false; } vec3_t ax[3] = {0}; // Get our current position and direction if (mModelNum>=0 && mBoltNum>=0) //bolt style { const centity_t ¢ = cg_entities[mClientID]; if (cent.gent->ghoul2.IsValid()) { if (!theFxHelper.GetOriginAxisFromBolt(cent, mModelNum, mBoltNum, mOrigin1, ax)) { //could not get bolt return false; } } } else {//fixme change this to bolt style... // Get our current position and direction GetOrigin( mClientID, mOrigin1 ); GetDir( mClientID, ax[0] ); } VectorAdd(mOrigin1, mOrgOffset, mOrigin1); //add the offset to the bolt point VectorCopy( ax[0], mRefEnt.axis[0] ); //FIXME: should mNormal be a modifier on the forward axis? /* VectorMA( mOrigin1, mNormal[0], ax[0], mOrigin2 ); VectorMA( mOrigin2, mNormal[1], ax[1], mOrigin2 ); VectorMA( mOrigin2, mNormal[2], ax[2], mOrigin2 ); */ } UpdateSize(); UpdateSize2(); UpdateLength(); UpdateRGB(); UpdateAlpha(); Draw(); return true; } //---------------------------- // // Derived Emitter Class // //---------------------------- //---------------------------- // Draw //---------------------------- void CEmitter::Draw() { // Emitters don't draw themselves, but they may need to add an attached model if ( mFlags & FX_ATTACHED_MODEL ) { mRefEnt.nonNormalizedAxes = qtrue; VectorCopy( mOrigin1, mRefEnt.origin ); // ensure that we are sized for ( int i = 0; i < 3; i++ ) { VectorScale( mRefEnt.axis[i], mRefEnt.radius, mRefEnt.axis[i] ); } theFxHelper.AddFxToScene( &mRefEnt ); } // If we are emitting effects, we had better be careful because just calling it every cgame frame could // either choke up the effects system on a fast machine, or look really nasty on a low end one. if ( mFlags & FX_EMIT_FX ) { vec3_t org, v; float ftime, time2, step; int i, t, dif; #define TRAIL_RATE 8 // we "think" at about a 60hz rate // Pick a target step distance and square it step = mDensity + crandom() * mVariance; step *= step; dif = 0; for ( t = mOldTime; t <= theFxHelper.mTime; t += TRAIL_RATE ) { dif += TRAIL_RATE; // ?Not sure if it's better to update this before or after updating the origin VectorMA( mOldVelocity, dif * 0.001f, mAccel, v ); // Calc the time differences ftime = dif * 0.001f; time2 = ftime * ftime * 0.5f; // Predict the new position for ( i = 0 ; i < 3 ; i++ ) { org[i] = mOldOrigin[i] + ftime * v[i] + time2 * v[i]; } // Only perform physics if this object is tagged to do so if ( (mFlags & FX_APPLY_PHYSICS) ) { bool solid; if ( (mFlags&FX_EXPENSIVE_PHYSICS) && fx_expensivePhysics.integer ) { solid = true; // by setting this to true, we force a real trace to happen } else { // if this returns solid, we need to do a trace solid = !!(CG_PointContents( org, ENTITYNUM_WORLD ) & MASK_SHOT); } if ( solid ) { trace_t trace; if ( mFlags & FX_USE_BBOX ) { theFxHelper.Trace( &trace, mOldOrigin, mMin, mMax, org, -1, MASK_SHOT ); } else { theFxHelper.Trace( &trace, mOldOrigin, NULL, NULL, org, -1, MASK_SHOT ); } // Hit something if ( trace.fraction < 1.0f || trace.startsolid || trace.allsolid ) { return; } } } // Is it time to draw an effect? if ( DistanceSquared( org, mOldOrigin ) >= step ) { // Pick a new target step distance and square it step = mDensity + crandom() * mVariance; step *= step; // We met the step criteria so, we should add in the effect theFxScheduler.PlayEffect( mEmitterFxID, org, mRefEnt.axis ); VectorCopy( org, mOldOrigin ); VectorCopy( v, mOldVelocity ); dif = 0; mOldTime = t; } } } drawnFx++; } //---------------------------- bool CEmitter::Update() { // Game pausing can cause dumb time things to happen, so kill the effect in this instance if ( mTimeStart > theFxHelper.mTime ) { return false; } //FIXME: Handle Relative and Bolted Effects /* if ( mFlags & FX_RELATIVE ) { if ( mClientID < 0 || mClientID >= ENTITYNUM_WORLD ) { // we are somehow not bolted even though the flag is on? return false; } // Get our current position and direction if (mModelNum>=0 && mBoltNum>=0) //bolt style { } } */ // Use this to track if we've stopped moving VectorCopy( mOrigin1, mOldOrigin ); VectorCopy( mVel, mOldVelocity ); if (( mTimeStart < theFxHelper.mTime ) && UpdateOrigin() == false ) { // we are marked for death return false; } // If the thing is no longer moving, kill the angle delta, but don't do it too quickly or it will // look very artificial. Don't do it too slowly or it will look like there is no friction. if ( VectorCompare( mOldOrigin, mOrigin1 )) { VectorScale( mAngleDelta, 0.6f, mAngleDelta ); } UpdateAngles(); UpdateSize(); // UpdateRGB(); // had wanted to do something slick whereby an emitted effect could somehow inherit these // UpdateAlpha(); // values, but it's not a priority right now. Draw(); return true; } //---------------------------- void CEmitter::UpdateAngles() { VectorMA( mAngles, theFxHelper.mFrameTime * 0.01f, mAngleDelta, mAngles ); // was 0.001f, but then you really have to jack up the delta to even notice anything AnglesToAxis( mAngles, mRefEnt.axis ); } //-------------------------- // // Derived Light Class // //-------------------------- //---------------------------- // Update //---------------------------- bool CLight::Update() { // Game pausing can cause dumb time things to happen, so kill the effect in this instance if ( mTimeStart > theFxHelper.mTime ) { return false; } //FIXME: Handle Relative and Bolted Effects /* if ( mFlags & FX_RELATIVE ) { if ( mClientID < 0 || mClientID >= ENTITYNUM_WORLD ) { // we are somehow not bolted even though the flag is on? return false; } // Get our current position and direction if (mModelNum>=0 && mBoltNum>=0) //bolt style { } } */ UpdateSize(); UpdateRGB(); Draw(); return true; } //---------------------------- // Update Size //---------------------------- void CLight::UpdateSize() { // completely biased towards start if it doesn't get overridden float perc1 = 1.0f, perc2 = 1.0f; if ( mFlags & FX_SIZE_LINEAR ) { // calculate element biasing perc1 = 1.0f - (float)(theFxHelper.mTime - mTimeStart) / (float)(mTimeEnd - mTimeStart); } // We can combine FX_LINEAR with _either_ FX_NONLINEAR or FX_WAVE if (( mFlags & FX_SIZE_PARM_MASK ) == FX_SIZE_NONLINEAR ) { if ( theFxHelper.mTime > mSizeParm ) { // get percent done, using parm as the start of the non-linear fade perc2 = 1.0f - (float)(theFxHelper.mTime - mSizeParm) / (float)(mTimeEnd - mSizeParm); } if ( (mFlags & FX_SIZE_LINEAR) ) { // do an even blend perc1 = perc1 * 0.5f + perc2 * 0.5f; } else { // just copy it over...sigh perc1 = perc2; } } else if (( mFlags & FX_SIZE_PARM_MASK ) == FX_SIZE_WAVE ) { // wave gen, with parm being the frequency multiplier perc1 = perc1 * (float)cos( (theFxHelper.mTime - mTimeStart) * mSizeParm ); } else if (( mFlags & FX_SIZE_PARM_MASK ) == FX_SIZE_CLAMP ) { if ( theFxHelper.mTime < mSizeParm ) { // get percent done, using parm as the start of the non-linear fade perc2 = (float)(mSizeParm - theFxHelper.mTime) / (float)(mSizeParm - mTimeStart); } else { perc2 = 0.0f; // make it full size?? } if ( mFlags & FX_SIZE_LINEAR ) { // do an even blend perc1 = perc1 * 0.5f + perc2 * 0.5f; } else { // just copy it over...sigh perc1 = perc2; } } // If needed, RAND can coexist with linear and either non-linear or wave. if ( mFlags & FX_SIZE_RAND ) { // Random simply modulates the existing value perc1 = random() * perc1; } mRefEnt.radius = (mSizeStart * perc1) + (mSizeEnd * (1.0f - perc1)); } //---------------------------- // Update RGB //---------------------------- void CLight::UpdateRGB() { // completely biased towards start if it doesn't get overridden float perc1 = 1.0f, perc2 = 1.0f; vec3_t res; if ( mFlags & FX_RGB_LINEAR ) { // calculate element biasing perc1 = 1.0f - (float)( theFxHelper.mTime - mTimeStart ) / (float)( mTimeEnd - mTimeStart ); } // We can combine FX_LINEAR with _either_ FX_NONLINEAR or FX_WAVE if (( mFlags & FX_RGB_PARM_MASK ) == FX_RGB_NONLINEAR ) { if ( theFxHelper.mTime > mRGBParm ) { // get percent done, using parm as the start of the non-linear fade perc2 = 1.0f - (float)( theFxHelper.mTime - mRGBParm ) / (float)( mTimeEnd - mRGBParm ); } if ( mFlags & FX_RGB_LINEAR ) { // do an even blend perc1 = perc1 * 0.5f + perc2 * 0.5f; } else { // just copy it over...sigh perc1 = perc2; } } else if (( mFlags & FX_RGB_PARM_MASK ) == FX_RGB_WAVE ) { // wave gen, with parm being the frequency multiplier perc1 = perc1 * (float)cos(( theFxHelper.mTime - mTimeStart ) * mRGBParm ); } else if (( mFlags & FX_RGB_PARM_MASK ) == FX_RGB_CLAMP ) { if ( theFxHelper.mTime < mRGBParm ) { // get percent done, using parm as the start of the non-linear fade perc2 = (float)(mRGBParm - theFxHelper.mTime) / (float)(mRGBParm - mTimeStart); } else { perc2 = 0.0f; // make it full size?? } if ( mFlags & FX_RGB_LINEAR ) { // do an even blend perc1 = perc1 * 0.5f + perc2 * 0.5f; } else { // just copy it over...sigh perc1 = perc2; } } // If needed, RAND can coexist with linear and either non-linear or wave. if ( mFlags & FX_RGB_RAND ) { // Random simply modulates the existing value perc1 = random() * perc1; } // Now get the correct color VectorScale( mRGBStart, perc1, res ); mRefEnt.lightingOrigin[0] = res[0] + ( 1.0f - perc1 ) * mRGBEnd[0]; mRefEnt.lightingOrigin[1] = res[1] + ( 1.0f - perc1 ) * mRGBEnd[1]; mRefEnt.lightingOrigin[2] = res[2] + ( 1.0f - perc1 ) * mRGBEnd[2]; } //-------------------------- // // Derived Trail Class // //-------------------------- #define NEW_MUZZLE 0 #define NEW_TIP 1 #define OLD_TIP 2 #define OLD_MUZZLE 3 //---------------------------- void CTrail::Draw() { polyVert_t verts[3]; // vec3_t color; // build the first tri out of the new muzzle...new tip...old muzzle VectorCopy( mVerts[NEW_MUZZLE].origin, verts[0].xyz ); VectorCopy( mVerts[NEW_TIP].origin, verts[1].xyz ); VectorCopy( mVerts[OLD_MUZZLE].origin, verts[2].xyz ); // VectorScale( mVerts[NEW_MUZZLE].curRGB, mVerts[NEW_MUZZLE].curAlpha, color ); verts[0].modulate[0] = mVerts[NEW_MUZZLE].rgb[0]; verts[0].modulate[1] = mVerts[NEW_MUZZLE].rgb[1]; verts[0].modulate[2] = mVerts[NEW_MUZZLE].rgb[2]; verts[0].modulate[3] = mVerts[NEW_MUZZLE].alpha; // VectorScale( mVerts[NEW_TIP].curRGB, mVerts[NEW_TIP].curAlpha, color ); verts[1].modulate[0] = mVerts[NEW_TIP].rgb[0]; verts[1].modulate[1] = mVerts[NEW_TIP].rgb[1]; verts[1].modulate[2] = mVerts[NEW_TIP].rgb[2]; verts[1].modulate[3] = mVerts[NEW_TIP].alpha; // VectorScale( mVerts[OLD_MUZZLE].curRGB, mVerts[OLD_MUZZLE].curAlpha, color ); verts[2].modulate[0] = mVerts[OLD_MUZZLE].rgb[0]; verts[2].modulate[1] = mVerts[OLD_MUZZLE].rgb[1]; verts[2].modulate[2] = mVerts[OLD_MUZZLE].rgb[2]; verts[2].modulate[3] = mVerts[OLD_MUZZLE].alpha; verts[0].st[0] = mVerts[NEW_MUZZLE].curST[0]; verts[0].st[1] = mVerts[NEW_MUZZLE].curST[1]; verts[1].st[0] = mVerts[NEW_TIP].curST[0]; verts[1].st[1] = mVerts[NEW_TIP].curST[1]; verts[2].st[0] = mVerts[OLD_MUZZLE].curST[0]; verts[2].st[1] = mVerts[OLD_MUZZLE].curST[1]; // Add this tri theFxHelper.AddPolyToScene( mShader, 3, verts ); // build the second tri out of the old muzzle...old tip...new tip VectorCopy( mVerts[OLD_MUZZLE].origin, verts[0].xyz ); VectorCopy( mVerts[OLD_TIP].origin, verts[1].xyz ); VectorCopy( mVerts[NEW_TIP].origin, verts[2].xyz ); // VectorScale( mVerts[OLD_MUZZLE].curRGB, mVerts[OLD_MUZZLE].curAlpha, color ); verts[0].modulate[0] = mVerts[OLD_MUZZLE].rgb[0]; verts[0].modulate[1] = mVerts[OLD_MUZZLE].rgb[1]; verts[0].modulate[2] = mVerts[OLD_MUZZLE].rgb[2]; verts[0].modulate[3] = mVerts[OLD_MUZZLE].alpha; // VectorScale( mVerts[OLD_TIP].curRGB, mVerts[OLD_TIP].curAlpha, color ); verts[1].modulate[0] = mVerts[OLD_TIP].rgb[0]; verts[1].modulate[1] = mVerts[OLD_TIP].rgb[1]; verts[1].modulate[2] = mVerts[OLD_TIP].rgb[2]; verts[0].modulate[3] = mVerts[OLD_TIP].alpha; // VectorScale( mVerts[NEW_TIP].curRGB, mVerts[NEW_TIP].curAlpha, color ); verts[2].modulate[0] = mVerts[NEW_TIP].rgb[0]; verts[2].modulate[1] = mVerts[NEW_TIP].rgb[1]; verts[2].modulate[2] = mVerts[NEW_TIP].rgb[2]; verts[0].modulate[3] = mVerts[NEW_TIP].alpha; verts[0].st[0] = mVerts[OLD_MUZZLE].curST[0]; verts[0].st[1] = mVerts[OLD_MUZZLE].curST[1]; verts[1].st[0] = mVerts[OLD_TIP].curST[0]; verts[1].st[1] = mVerts[OLD_TIP].curST[1]; verts[2].st[0] = mVerts[NEW_TIP].curST[0]; verts[2].st[1] = mVerts[NEW_TIP].curST[1]; // Add this tri theFxHelper.AddPolyToScene( mShader, 3, verts ); drawnFx++; } //---------------------------- // Update //---------------------------- bool CTrail::Update() { // Game pausing can cause dumb time things to happen, so kill the effect in this instance if ( mTimeStart > theFxHelper.mTime ) { return false; } //FIXME: Handle Relative and Bolted Effects /* if ( mFlags & FX_RELATIVE ) { if ( mClientID < 0 || mClientID >= ENTITYNUM_WORLD ) { // we are somehow not bolted even though the flag is on? return false; } // Get our current position and direction if (mModelNum>=0 && mBoltNum>=0) //bolt style { } } */ float perc = (float)(mTimeEnd - theFxHelper.mTime) / (float)(mTimeEnd - mTimeStart); for ( int t = 0; t < 4; t++ ) { // mVerts[t].curAlpha = mVerts[t].alpha * perc + mVerts[t].destAlpha * ( 1.0f - perc ); // if ( mVerts[t].curAlpha < 0.0f ) // { // mVerts[t].curAlpha = 0.0f; // } // VectorScale( mVerts[t].rgb, perc, mVerts[t].curRGB ); // VectorMA( mVerts[t].curRGB, ( 1.0f - perc ), mVerts[t].destrgb, mVerts[t].curRGB ); mVerts[t].curST[0] = mVerts[t].ST[0] * perc + mVerts[t].destST[0] * ( 1.0f - perc ); if ( mVerts[t].curST[0] > 1.0f ) { mVerts[t].curST[0] = 1.0f; } mVerts[t].curST[1] = mVerts[t].ST[1] * perc + mVerts[t].destST[1] * ( 1.0f - perc ); } Draw(); return true; } //-------------------------- // // Derived Poly Class // //-------------------------- bool CPoly::Cull() { vec3_t dir; // Get the direction to the view VectorSubtract( mOrigin1, cg.refdef.vieworg, dir ); // Check if it's behind the viewer if ( (DotProduct( cg.refdef.viewaxis[0], dir )) < 0 ) { return true; } float len = VectorLengthSquared( dir ); // Can't be too close if ( len < 24 * 24 ) { return true; } return false; } //---------------------------- void CPoly::Draw() { polyVert_t verts[MAX_CPOLY_VERTS]; for ( int i = 0; i < mCount; i++ ) { // Add our midpoint and vert offset to get the actual vertex VectorAdd( mOrigin1, mOrg[i], verts[i].xyz ); // Assign the same color to each vert verts[i].modulate[0] = mRefEnt.shaderRGBA[0]; verts[i].modulate[1] = mRefEnt.shaderRGBA[1]; verts[i].modulate[2] = mRefEnt.shaderRGBA[2]; verts[i].modulate[3] = mRefEnt.shaderRGBA[3]; // Copy the ST coords Vector2Copy( mST[i], verts[i].st ); } // Add this poly theFxHelper.AddPolyToScene( mRefEnt.customShader, mCount, verts ); drawnFx++; } //---------------------------- void CPoly::CalcRotateMatrix() { float cosX, cosZ; float sinX, sinZ; float rad; // rotate around Z rad = DEG2RAD( mRotDelta[YAW] * theFxHelper.mFrameTime * 0.01f ); cosZ = cos( rad ); sinZ = sin( rad ); // rotate around X rad = DEG2RAD( mRotDelta[PITCH] * theFxHelper.mFrameTime * 0.01f ); cosX = cos( rad ); sinX = sin( rad ); /*Pitch - aroundx Yaw - around z 1 0 0 c -s 0 0 c -s s c 0 0 s c 0 0 1 */ mRot[0][0] = cosZ; mRot[1][0] = -sinZ; mRot[2][0] = 0; mRot[0][1] = cosX * sinZ; mRot[1][1] = cosX * cosZ; mRot[2][1] = -sinX; mRot[0][2] = sinX * sinZ; mRot[1][2] = sinX * cosZ; mRot[2][2] = cosX; /* // ROLL is not supported unless anyone complains, if it needs to be added, use this format Roll c 0 s 0 1 0 -s 0 c */ mLastFrameTime = theFxHelper.mFrameTime; } //-------------------------------- void CPoly::Rotate() { vec3_t temp[MAX_CPOLY_VERTS]; float dif = abs(mLastFrameTime - theFxHelper.mFrameTime); // Very generous check with frameTimes if ( dif > 0.5f * mLastFrameTime ) { CalcRotateMatrix(); } // Multiply our rotation matrix by each of the offset verts to get their new position for ( int i = 0; i < mCount; i++ ) { VectorRotate( mOrg[i], mRot, temp[i] ); VectorCopy( temp[i], mOrg[i] ); } } //---------------------------- // Update //---------------------------- bool CPoly::Update() { vec3_t mOldOrigin; //FIXME: Handle Relative and Bolted Effects /* if ( mFlags & FX_RELATIVE ) { if ( mClientID < 0 || mClientID >= ENTITYNUM_WORLD ) { // we are somehow not bolted even though the flag is on? return false; } // Get our current position and direction if (mModelNum>=0 && mBoltNum>=0) //bolt style { } } */ // Game pausing can cause dumb time things to happen, so kill the effect in this instance if ( mTimeStart > theFxHelper.mTime ) { return false; } // If our timestamp hasn't exired yet, we won't even consider doing any kind of motion if ( theFxHelper.mTime > mTimeStamp ) { VectorCopy( mOrigin1, mOldOrigin ); if (( mTimeStart < theFxHelper.mTime ) && UpdateOrigin() == false ) { // we are marked for death return false; } } if ( !Cull() ) { // only rotate when our start timestamp has expired if ( theFxHelper.mTime > mTimeStamp ) { // Only rotate whilst moving if ( !VectorCompare( mOldOrigin, mOrigin1 )) { Rotate(); } } UpdateRGB(); UpdateAlpha(); Draw(); } return true; } //---------------------------- void CPoly::PolyInit() { if ( mCount < 3 ) { return; } int i; vec3_t org={0,0,0}; // Find our midpoint for ( i = 0; i < mCount; i++ ) { VectorAdd( org, mOrg[i], org ); } VectorScale( org, (float)(1.0f / mCount), org ); // now store our midpoint for physics purposes VectorCopy( org, mOrigin1 ); // Now we process the passed in points and make it so that they aren't actually the point... // rather, they are the offset from mOrigin1. for ( i = 0; i < mCount; i++ ) { VectorSubtract( mOrg[i], mOrigin1, mOrg[i] ); } CalcRotateMatrix(); } /* ------------------------- CBezier Bezier curve line ------------------------- */ //---------------------------- bool CBezier::Update( void ) { float ftime, time2; //FIXME: Handle Relative and Bolted Effects /* if ( mFlags & FX_RELATIVE ) { if ( mClientID < 0 || mClientID >= ENTITYNUM_WORLD ) { // we are somehow not bolted even though the flag is on? return false; } // Get our current position and direction if (mModelNum>=0 && mBoltNum>=0) //bolt style { } } */ ftime = cg.frametime * 0.001f; time2 = ftime * ftime * 0.5f; for ( int i = 0; i < 3; i++ ) { mControl1[i] = mControl1[i] + ftime * mControl1Vel[i] + time2 * mControl1Vel[i]; mControl2[i] = mControl2[i] + ftime * mControl2Vel[i] + time2 * mControl2Vel[i]; } UpdateSize(); UpdateRGB(); UpdateAlpha(); Draw(); return true; } //---------------------------- inline void CBezier::DrawSegment( vec3_t start, vec3_t end, float texcoord1, float texcoord2 ) { vec3_t lineDir, cross, viewDir; static vec3_t lastEnd[2]; polyVert_t verts[4]; float scale; VectorSubtract( end, start, lineDir ); VectorSubtract( end, cg.refdef.vieworg, viewDir ); CrossProduct( lineDir, viewDir, cross ); VectorNormalize( cross ); scale = mRefEnt.radius * 0.5f; //Construct the oriented quad if ( mInit ) { VectorCopy( lastEnd[0], verts[0].xyz ); VectorCopy( lastEnd[1], verts[1].xyz ); } else { VectorMA( start, -scale, cross, verts[0].xyz ); VectorMA( start, scale, cross, verts[1].xyz ); } verts[0].st[0] = 0.0f; verts[0].st[1] = texcoord1; verts[0].modulate[0] = mRefEnt.shaderRGBA[0] * ( 1.0f - texcoord1 ); verts[0].modulate[1] = mRefEnt.shaderRGBA[1] * ( 1.0f - texcoord1 ); verts[0].modulate[2] = mRefEnt.shaderRGBA[2] * ( 1.0f - texcoord1 ); verts[0].modulate[3] = mRefEnt.shaderRGBA[3]; verts[1].st[0] = 1.0f; verts[1].st[1] = texcoord1; verts[1].modulate[0] = mRefEnt.shaderRGBA[0] * ( 1.0f - texcoord1 ); verts[1].modulate[1] = mRefEnt.shaderRGBA[1] * ( 1.0f - texcoord1 ); verts[1].modulate[2] = mRefEnt.shaderRGBA[2] * ( 1.0f - texcoord1 ); verts[1].modulate[3] = mRefEnt.shaderRGBA[3]; if ( texcoord1 == 0.0f ) { verts[0].modulate[0] = 0; verts[0].modulate[1] = 0; verts[0].modulate[2] = 0; verts[0].modulate[3] = 0; verts[1].modulate[0] = 0; verts[1].modulate[1] = 0; verts[1].modulate[2] = 0; verts[1].modulate[3] = 0; } VectorMA( end, scale, cross, verts[2].xyz ); verts[2].st[0] = 1.0f; verts[2].st[1] = texcoord2; verts[2].modulate[0] = mRefEnt.shaderRGBA[0] * ( 1.0f - texcoord2 ); verts[2].modulate[1] = mRefEnt.shaderRGBA[1] * ( 1.0f - texcoord2 ); verts[2].modulate[2] = mRefEnt.shaderRGBA[2] * ( 1.0f - texcoord2 ); verts[2].modulate[3] = mRefEnt.shaderRGBA[3]; VectorMA( end, -scale, cross, verts[3].xyz ); verts[3].st[0] = 0.0f; verts[3].st[1] = texcoord2; verts[3].modulate[0] = mRefEnt.shaderRGBA[0] * ( 1.0f - texcoord2 ); verts[3].modulate[1] = mRefEnt.shaderRGBA[1] * ( 1.0f - texcoord2 ); verts[3].modulate[2] = mRefEnt.shaderRGBA[2] * ( 1.0f - texcoord2 ); verts[3].modulate[3] = mRefEnt.shaderRGBA[3]; cgi_R_AddPolyToScene( mRefEnt.customShader, 4, verts ); VectorCopy( verts[2].xyz, lastEnd[1] ); VectorCopy( verts[3].xyz, lastEnd[0] ); mInit = true; } const float BEZIER_RESOLUTION = 16.0f; //---------------------------- void CBezier::Draw( void ) { vec3_t pos, old_pos; float mu, mum1; float incr = 1.0f / BEZIER_RESOLUTION, tex = 1.0f, tc1, tc2; int i; VectorCopy( mOrigin1, old_pos ); mInit = false; //Signify a new batch for vert gluing // Calculate the texture coords so the texture can stretch along the whole bezier // if ( mFlags & FXF_WRAP ) // { // tex = m_stScale / 1.0f; // } float mum13, mu3, group1, group2; tc1 = 0.0f; for ( mu = incr; mu <= 1.0f; mu += incr ) { //Four point curve mum1 = 1 - mu; mum13 = mum1 * mum1 * mum1; mu3 = mu * mu * mu; group1 = 3 * mu * mum1 * mum1; group2 = 3 * mu * mu *mum1; for ( i = 0; i < 3; i++ ) { pos[i] = mum13 * mOrigin1[i] + group1 * mControl1[i] + group2 * mControl2[i] + mu3 * mOrigin2[i]; } // if ( m_flags & FXF_WRAP ) // { tc2 = mu * tex; // } // else // { // // Texture will get mapped onto each segement // tc1 = 0.0f; // tc2 = 1.0f; // } //Draw it DrawSegment( old_pos, pos, tc1, tc2 ); VectorCopy( pos, old_pos ); tc1 = tc2; } drawnFx++; mLines++; // NOT REALLY A LINE } /* ------------------------- CFlash Full screen flash ------------------------- */ //---------------------------- bool CFlash::Update( void ) { UpdateRGB(); Draw(); return true; } //---------------------------- void CFlash::Init( void ) { vec3_t dif; float mod = 1.0f, dis; VectorSubtract( mOrigin1, cg.refdef.vieworg, dif ); dis = VectorNormalize( dif ); mod = DotProduct( dif, cg.refdef.viewaxis[0] ); if ( dis > 600 || ( mod < 0.5f && dis > 100 )) { mod = 0.0f; } else if ( mod < 0.5f && dis <= 100 ) { mod += 1.1f; } mod *= (1.0f - ((dis * dis) / (600.0f * 600.0f))); VectorScale( mRGBStart, mod, mRGBStart ); VectorScale( mRGBEnd, mod, mRGBEnd ); } //---------------------------- void CFlash::Draw( void ) { mRefEnt.reType = RT_SPRITE; for ( int i = 0; i < 3; i++ ) { if ( mRefEnt.lightingOrigin[i] > 1.0f ) { mRefEnt.lightingOrigin[i] = 1.0f; } else if ( mRefEnt.lightingOrigin[i] < 0.0f ) { mRefEnt.lightingOrigin[i] = 0.0f; } } mRefEnt.shaderRGBA[0] = mRefEnt.lightingOrigin[0] * 255; mRefEnt.shaderRGBA[1] = mRefEnt.lightingOrigin[1] * 255; mRefEnt.shaderRGBA[2] = mRefEnt.lightingOrigin[2] * 255; mRefEnt.shaderRGBA[3] = 255; VectorCopy( cg.refdef.vieworg, mRefEnt.origin ); VectorMA( mRefEnt.origin, 8, cg.refdef.viewaxis[0], mRefEnt.origin ); mRefEnt.radius = 12.0f; theFxHelper.AddFxToScene( &mRefEnt ); drawnFx++; }