jedioutcast/code/cgame/FxPrimitives.h
2013-04-04 09:52:42 -05:00

558 lines
No EOL
15 KiB
C++

#if !defined(FX_SYSTEM_H_INC)
#include "FxSystem.h"
#endif
#ifndef FX_PRIMITIVES_H_INC
#define FX_PRIMITIVES_H_INC
#define MAX_EFFECTS 1200
// Generic group flags, used by parser, then get converted to the appropriate specific flags
#define FX_PARM_MASK 0xC // use this to mask off any transition types that use a parm
#define FX_GENERIC_MASK 0xF
#define FX_LINEAR 0x1
#define FX_RAND 0x2
#define FX_NONLINEAR 0x4
#define FX_WAVE 0x8
#define FX_CLAMP 0xC
// Group flags
#define FX_ALPHA_SHIFT 0
#define FX_ALPHA_PARM_MASK 0x0000000C
#define FX_ALPHA_LINEAR 0x00000001
#define FX_ALPHA_RAND 0x00000002
#define FX_ALPHA_NONLINEAR 0x00000004
#define FX_ALPHA_WAVE 0x00000008
#define FX_ALPHA_CLAMP 0x0000000C
#define FX_RGB_SHIFT 4
#define FX_RGB_PARM_MASK 0x000000C0
#define FX_RGB_LINEAR 0x00000010
#define FX_RGB_RAND 0x00000020
#define FX_RGB_NONLINEAR 0x00000040
#define FX_RGB_WAVE 0x00000080
#define FX_RGB_CLAMP 0x000000C0
#define FX_SIZE_SHIFT 8
#define FX_SIZE_PARM_MASK 0x00000C00
#define FX_SIZE_LINEAR 0x00000100
#define FX_SIZE_RAND 0x00000200
#define FX_SIZE_NONLINEAR 0x00000400
#define FX_SIZE_WAVE 0x00000800
#define FX_SIZE_CLAMP 0x00000C00
#define FX_LENGTH_SHIFT 12
#define FX_LENGTH_PARM_MASK 0x0000C000
#define FX_LENGTH_LINEAR 0x00001000
#define FX_LENGTH_RAND 0x00002000
#define FX_LENGTH_NONLINEAR 0x00004000
#define FX_LENGTH_WAVE 0x00008000
#define FX_LENGTH_CLAMP 0x0000C000
#define FX_SIZE2_SHIFT 16
#define FX_SIZE2_PARM_MASK 0x000C0000
#define FX_SIZE2_LINEAR 0x00010000
#define FX_SIZE2_RAND 0x00020000
#define FX_SIZE2_NONLINEAR 0x00040000
#define FX_SIZE2_WAVE 0x00080000
#define FX_SIZE2_CLAMP 0x000C0000
// Feature flags
#define FX_DEPTH_HACK 0x00100000
#define FX_RELATIVE 0x00200000
#define FX_SET_SHADER_TIME 0x00400000 // by having the effects system set the shader time, we can make animating textures start at the correct time
#define FX_EXPENSIVE_PHYSICS 0x00800000
#define FX_ATTACHED_MODEL 0x01000000
#define FX_APPLY_PHYSICS 0x02000000
#define FX_USE_BBOX 0x04000000 // can make physics more accurate at the expense of speed
#define FX_USE_ALPHA 0x08000000 // the FX system actually uses RGB to do fades, but this will override that
// and cause it to fill in the alpha.
#define FX_EMIT_FX 0x10000000 // emitters technically don't have to emit stuff, but when they do
// this flag needs to be set
#define FX_DEATH_RUNS_FX 0x20000000 // Normal death triggers effect, but not kill_on_impact
#define FX_KILL_ON_IMPACT 0x40000000 // works just like it says, but only when physics are on.
#define FX_IMPACT_RUNS_FX 0x80000000 // an effect can call another effect when it hits something.
// Lightning flags, duplicates of existing flags, but lightning doesn't use those flags in that context...and nothing will ever use these in this context..so we are safe.
#define FX_TAPER 0x01000000 // tapers as it moves towards its endpoint
#define FX_BRANCH 0x02000000 // enables lightning branching
#define FX_GROW 0x04000000 // lightning grows from start point to end point over the course of its life
//------------------------------
class CEffect
{
protected:
vec3_t mOrigin1;
int mTimeStart;
int mTimeEnd;
unsigned int mFlags;
// Size of our object, useful for things that have physics
vec3_t mMin;
vec3_t mMax;
int mImpactFxID; // if we have an impact event, we may have to call an effect
int mDeathFxID; // if we have a death event, we may have to call an effect
refEntity_t mRefEnt;
public:
CEffect() { memset( &mRefEnt, 0, sizeof( refEntity_t )); }
virtual ~CEffect() {}
virtual void Die() {}
virtual bool Update()
{ // Game pausing can cause dumb time things to happen, so kill the effect in this instance
if ( mTimeStart > theFxHelper.mTime ) {
return false;
}
return true;
}
inline void SetSTScale(float s,float t) { mRefEnt.shaderTexCoord[0]=s;mRefEnt.shaderTexCoord[1]=t;}
inline void SetMin( const vec3_t min ) { if(min){VectorCopy(min,mMin);}else{VectorClear(mMin);} }
inline void SetMax( const vec3_t max ) { if(max){VectorCopy(max,mMax);}else{VectorClear(mMax);} }
inline void SetFlags( int flags ) { mFlags = flags; }
inline void AddFlags( int flags ) { mFlags |= flags; }
inline void ClearFlags( int flags ) { mFlags &= ~flags; }
inline void SetOrigin1( const vec3_t org ) { if(org){VectorCopy(org,mOrigin1);}else{VectorClear(mOrigin1);} }
inline void SetTimeStart( int time ) { mTimeStart = time; if (mFlags&FX_SET_SHADER_TIME) { mRefEnt.shaderTime = cg.time * 0.001f; }}
inline void SetTimeEnd( int time ) { mTimeEnd = time; }
inline void SetImpactFxID( int id ) { mImpactFxID = id; }
inline void SetDeathFxID( int id ) { mDeathFxID = id; }
};
//---------------------------------------------------
// This class is kind of an exception to the "rule".
// For now it exists only for allowing an easy way
// to get the saber slash trails rendered.
//---------------------------------------------------
class CTrail : public CEffect
{
// This is such a specific case thing, just grant public access to the goods.
protected:
void Draw();
public:
typedef struct
{
vec3_t origin;
// very specifc case, we can modulate the color and the alpha
vec3_t rgb;
vec3_t destrgb;
vec3_t curRGB;
float alpha;
float destAlpha;
float curAlpha;
// this is a very specific case thing...allow interpolating the st coords so we can map the texture
// properly as this segement progresses through it's life
float ST[2];
float destST[2];
float curST[2];
} TVert;
TVert mVerts[4];
qhandle_t mShader;
CTrail() {};
virtual ~CTrail() {};
virtual bool Update();
};
//------------------------------
class CLight : public CEffect
{
protected:
float mSizeStart;
float mSizeEnd;
float mSizeParm;
vec3_t mRGBStart;
vec3_t mRGBEnd;
float mRGBParm;
void UpdateSize();
void UpdateRGB();
void Draw()
{
theFxHelper.AddLightToScene( mOrigin1, mRefEnt.radius,
mRefEnt.lightingOrigin[0], mRefEnt.lightingOrigin[1], mRefEnt.lightingOrigin[2] );
}
public:
CLight() {}
virtual ~CLight() {}
virtual bool Update();
inline void SetSizeStart( float sz ) { mSizeStart = sz; }
inline void SetSizeEnd( float sz ) { mSizeEnd = sz; }
inline void SetSizeParm( float parm ) { mSizeParm = parm; }
inline void SetRGBStart( vec3_t rgb ) { if(rgb){VectorCopy(rgb,mRGBStart);}else{VectorClear(mRGBStart);} }
inline void SetRGBEnd( vec3_t rgb ) { if(rgb){VectorCopy(rgb,mRGBEnd);}else{VectorClear(mRGBEnd);} }
inline void SetRGBParm( float parm ) { mRGBParm = parm; }
};
//------------------------------
class CFlash : public CLight
{
protected:
void Draw();
public:
CFlash() {}
virtual ~CFlash() {}
virtual bool Update();
inline void SetShader( qhandle_t sh ) { mRefEnt.customShader = sh; }
void Init( void );
};
//------------------------------
class CParticle : public CEffect
{
protected:
vec3_t mOrgOffset;
vec3_t mVel;
vec3_t mAccel;
float mGravity;
float mSizeStart;
float mSizeEnd;
float mSizeParm;
vec3_t mRGBStart;
vec3_t mRGBEnd;
float mRGBParm;
float mAlphaStart;
float mAlphaEnd;
float mAlphaParm;
float mRotationDelta;
float mElasticity;
int mClientID;
bool UpdateOrigin();
void UpdateVelocity() {VectorMA( mVel, theFxHelper.mFloatFrameTime, mAccel, mVel ); }
void UpdateSize();
void UpdateRGB();
void UpdateAlpha();
void UpdateRotation() { mRefEnt.rotation += theFxHelper.mFrameTime * 0.01f * mRotationDelta; }
bool Cull();
void Draw();
public:
inline CParticle() { mRefEnt.reType = RT_SPRITE; mClientID = -1; }
virtual ~CParticle() {}
virtual void Die();
virtual bool Update();
inline void SetShader( qhandle_t sh ) { mRefEnt.customShader = sh; }
inline void SetOrgOffset( const vec3_t o ) { if(o){VectorCopy(o,mOrgOffset);}else{VectorClear(mOrgOffset);}}
inline void SetVel( const vec3_t vel ) { if(vel){VectorCopy(vel,mVel);}else{VectorClear(mVel);} }
inline void SetAccel( const vec3_t ac ) { if(ac){VectorCopy(ac,mAccel);}else{VectorClear(mAccel);} }
inline void SetGravity( float grav ) { mGravity = grav; }
inline void SetSizeStart( float sz ) { mSizeStart = sz; }
inline void SetSizeEnd( float sz ) { mSizeEnd = sz; }
inline void SetSizeParm( float parm ) { mSizeParm = parm; }
inline void SetRGBStart( const vec3_t rgb ) { if(rgb){VectorCopy(rgb,mRGBStart);}else{VectorClear(mRGBStart);} }
inline void SetRGBEnd( const vec3_t rgb ) { if(rgb){VectorCopy(rgb,mRGBEnd);}else{VectorClear(mRGBEnd);} }
inline void SetRGBParm( float parm ) { mRGBParm = parm; }
inline void SetAlphaStart( float al ) { mAlphaStart = al; }
inline void SetAlphaEnd( float al ) { mAlphaEnd = al; }
inline void SetAlphaParm( float parm ) { mAlphaParm = parm; }
inline void SetRotation( float rot ) { mRefEnt.rotation = rot; }
inline void SetRotationDelta( float rot ) { mRotationDelta = rot; }
inline void SetElasticity( float el ) { mElasticity = el; }
inline void SetClient( int clientID ) { mClientID = clientID; }
};
//------------------------------
class CLine : public CParticle
{
protected:
vec3_t mOrigin2;
void Draw();
public:
CLine() { mRefEnt.reType = RT_LINE;}
virtual ~CLine() {}
virtual void Die() {}
virtual bool Update();
inline void SetOrigin2( const vec3_t org2 ) { VectorCopy( org2, mOrigin2 ); }
};
//------------------------------
class CBezier : public CLine
{
protected:
vec3_t mControl1;
vec3_t mControl1Vel;
vec3_t mControl2;
vec3_t mControl2Vel;
bool mInit;
void Draw();
public:
CBezier(){ mInit = false; }
virtual ~CBezier() {}
virtual void Die() {}
virtual bool Update();
void DrawSegment( vec3_t start, vec3_t end, float texcoord1, float texcoord2 );
inline void SetControlPoints( const vec3_t ctrl1, const vec3_t ctrl2 ) { VectorCopy( ctrl1, mControl1 ); VectorCopy( ctrl2, mControl2 ); }
inline void SetControlVel( const vec3_t ctrl1v, const vec3_t ctrl2v ) { VectorCopy( ctrl1v, mControl1Vel ); VectorCopy( ctrl2v, mControl2Vel ); }
};
//------------------------------
class CElectricity : public CLine
{
protected:
float mChaos;
void Draw();
public:
CElectricity() { mRefEnt.reType = RT_ELECTRICITY; }
virtual ~CElectricity() {}
virtual void Die() {}
virtual bool Update();
void Initialize();
inline void SetChaos( float chaos ) { mChaos = chaos; }
};
// Oriented quad
//------------------------------
class COrientedParticle : public CParticle
{
protected:
vec3_t mNormal;
bool Cull();
void Draw();
public:
COrientedParticle() { mRefEnt.reType = RT_ORIENTED_QUAD; }
virtual ~COrientedParticle() {}
virtual bool Update();
inline void SetNormal( const vec3_t norm ) { VectorCopy( norm, mNormal ); }
};
//------------------------------
class CTail : public CParticle
{
protected:
vec3_t mOldOrigin;
float mLengthStart;
float mLengthEnd;
float mLengthParm;
float mLength;
void UpdateLength();
void CalcNewEndpoint();
void Draw();
bool Cull();
public:
CTail() { mRefEnt.reType = RT_LINE; }
virtual ~CTail() {}
virtual bool Update();
inline void SetLengthStart( float len ) { mLengthStart = len; }
inline void SetLengthEnd( float len ) { mLengthEnd = len; }
inline void SetLengthParm( float len ) { mLengthParm = len; }
};
//------------------------------
class CCylinder : public CTail
{
protected:
float mSize2Start;
float mSize2End;
float mSize2Parm;
void UpdateSize2();
void Draw();
public:
CCylinder() { mRefEnt.reType = RT_CYLINDER; }
virtual ~CCylinder() {}
virtual bool Update();
inline void SetSize2Start( float sz ) { mSize2Start = sz; }
inline void SetSize2End( float sz ) { mSize2End = sz; }
inline void SetSize2Parm( float parm ) { mSize2Parm = parm; }
inline void SetNormal( const vec3_t norm ) { VectorCopy( norm, mRefEnt.axis[0] ); }
};
//------------------------------
// Emitters are derived from particles because, although they don't draw, any effect called
// from them can borrow an initial or ending value from the emitters current alpha, rgb, etc..
class CEmitter : public CParticle
{
protected:
vec3_t mOldOrigin; // we use these to do some nice
vec3_t mLastOrigin; // tricks...
vec3_t mOldVelocity; //
int mOldTime;
vec3_t mAngles; // for a rotating thing, using a delta
vec3_t mAngleDelta; // as opposed to an end angle is probably much easier
int mEmitterFxID; // if we have emitter fx, this is our id
float mDensity; // controls how often emitter chucks an effect
float mVariance; // density sloppiness
void UpdateAngles();
void Draw();
public:
CEmitter() {
// There may or may not be a model, but if there isn't one,
// we just won't bother adding the refEnt in our Draw func
mRefEnt.reType = RT_MODEL;
}
virtual ~CEmitter() {}
virtual bool Update();
inline void SetModel( qhandle_t model ) { mRefEnt.hModel = model; }
inline void SetAngles( const vec3_t ang ) { if(ang){VectorCopy(ang,mAngles);}else{VectorClear(mAngles);} }
inline void SetAngleDelta( const vec3_t ang){ if(ang){VectorCopy(ang,mAngleDelta);}else{VectorClear(mAngleDelta);} }
inline void SetEmitterFxID( int id ) { mEmitterFxID = id; }
inline void SetDensity( float density ) { mDensity = density; }
inline void SetVariance( float var ) { mVariance = var; }
inline void SetOldTime( int time ) { mOldTime = time; }
inline void SetLastOrg( const vec3_t org ) { if(org){VectorCopy(org,mLastOrigin);}else{VectorClear(mLastOrigin);} }
inline void SetLastVel( const vec3_t vel ) { if(vel){VectorCopy(vel,mOldVelocity);}else{VectorClear(mOldVelocity);}}
};
// We're getting pretty low level here, not the kind of thing to abuse considering how much overhead this
// adds to a SINGLE triangle or quad....
// The editor doesn't need to see or do anything with this
//------------------------------
#define MAX_CPOLY_VERTS 5
class CPoly : public CParticle
{
protected:
int mCount;
vec3_t mRotDelta;
int mTimeStamp;
bool Cull();
void Draw();
public:
vec3_t mOrg[MAX_CPOLY_VERTS];
vec2_t mST[MAX_CPOLY_VERTS];
float mRot[3][3];
int mLastFrameTime;
CPoly() {}
virtual ~CPoly() {}
virtual bool Update();
void PolyInit();
void CalcRotateMatrix();
void Rotate();
inline void SetNumVerts( int c ) { mCount = c; }
inline void SetRot( vec3_t r ) { if(r){VectorCopy(r,mRotDelta);}else{VectorClear(mRotDelta);}}
inline void SetMotionTimeStamp( int t ) { mTimeStamp = theFxHelper.mTime + t; }
inline int GetMotionTimeStamp() { return mTimeStamp; }
};
#endif //FX_PRIMITIVES_H_INC