594 lines
14 KiB
C
594 lines
14 KiB
C
// Copyright (C) 2001-2002 Raven Software.
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//
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// cg_localents.c -- every frame, generate renderer commands for locally
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// processed entities, like smoke puffs, shells, etc.
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#include "cg_local.h"
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#define MAX_LOCAL_ENTITIES 512
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localEntity_t cg_localEntities[MAX_LOCAL_ENTITIES];
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localEntity_t cg_activeLocalEntities; // double linked list
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localEntity_t *cg_freeLocalEntities; // single linked list
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/*
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===================
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CG_InitLocalEntities
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This is called at startup and for map restarts
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===================
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*/
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void CG_InitLocalEntities( void )
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{
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int i;
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memset( cg_localEntities, 0, sizeof( cg_localEntities ) );
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cg_activeLocalEntities.next = &cg_activeLocalEntities;
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cg_activeLocalEntities.prev = &cg_activeLocalEntities;
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cg_freeLocalEntities = cg_localEntities;
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for ( i = 0 ; i < MAX_LOCAL_ENTITIES - 1 ; i++ )
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{
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cg_localEntities[i].next = &cg_localEntities[i+1];
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}
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}
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/*
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==================
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CG_FreeLocalEntity
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==================
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*/
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void CG_FreeLocalEntity( localEntity_t *le )
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{
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if ( !le->prev )
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{
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Com_Error( ERR_FATAL, "CG_FreeLocalEntity: not active" );
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}
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if (le->refEntity.ghoul2)
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{
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trap_G2API_CleanGhoul2Models(&le->refEntity.ghoul2);
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}
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// remove from the doubly linked active list
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le->prev->next = le->next;
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le->next->prev = le->prev;
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// the free list is only singly linked
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le->next = cg_freeLocalEntities;
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cg_freeLocalEntities = le;
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}
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/*
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===================
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CG_AllocLocalEntity
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Will allways succeed, even if it requires freeing an old active entity
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===================
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*/
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localEntity_t *CG_AllocLocalEntity( void ) {
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localEntity_t *le;
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if ( !cg_freeLocalEntities ) {
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// no free entities, so free the one at the end of the chain
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// remove the oldest active entity
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CG_FreeLocalEntity( cg_activeLocalEntities.prev );
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}
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le = cg_freeLocalEntities;
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cg_freeLocalEntities = cg_freeLocalEntities->next;
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memset( le, 0, sizeof( *le ) );
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// link into the active list
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le->next = cg_activeLocalEntities.next;
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le->prev = &cg_activeLocalEntities;
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cg_activeLocalEntities.next->prev = le;
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cg_activeLocalEntities.next = le;
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return le;
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}
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/*
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====================================================================================
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FRAGMENT PROCESSING
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A fragment localentity interacts with the environment in some way (hitting walls),
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or generates more localentities along a trail.
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====================================================================================
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*/
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/*
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================
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CG_FragmentBounceMark
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================
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*/
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void CG_FragmentBounceMark( localEntity_t *le, trace_t *trace ) {
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int radius;
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if ( le->leMarkType == LEMT_BLOOD )
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{
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radius = 16 + (rand()&31);
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trap_R_AddDecalToScene ( cgs.media.bloodMarkShader, trace->endpos,
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trace->plane.normal, random()*360,
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1,1,1,1, qtrue, radius, qfalse );
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}
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else if ( le->leMarkType == LEMT_BURN )
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{
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radius = 8 + (rand()&15);
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trap_R_AddDecalToScene ( cgs.media.burnMarkShader, trace->endpos,
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trace->plane.normal, random()*360,
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1,1,1,1, qtrue, radius, qfalse );
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}
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// don't allow a fragment to make multiple marks, or they
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// pile up while settling
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le->leMarkType = LEMT_NONE;
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}
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/*
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================
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CG_FragmentBounceSound
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================
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*/
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void CG_FragmentBounceSound( localEntity_t *le, trace_t *trace )
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{
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if ( le->leBounceSoundType == LEBS_BRASS )
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{
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}
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// don't allow a fragment to make multiple bounce sounds,
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// or it gets too noisy as they settle
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le->leBounceSoundType = LEBS_NONE;
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}
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/*
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================
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CG_ReflectVelocity
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================
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*/
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void CG_ReflectVelocity( localEntity_t *le, trace_t *trace ) {
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vec3_t velocity;
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float dot;
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int hitTime;
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// reflect the velocity on the trace plane
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hitTime = cg.time - cg.frametime + cg.frametime * trace->fraction;
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BG_EvaluateTrajectoryDelta( &le->pos, hitTime, velocity );
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dot = DotProduct( velocity, trace->plane.normal );
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VectorMA( velocity, -2*dot, trace->plane.normal, le->pos.trDelta );
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VectorScale( le->pos.trDelta, le->bounceFactor, le->pos.trDelta );
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VectorCopy( trace->endpos, le->pos.trBase );
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le->pos.trTime = cg.time;
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// check for stop, making sure that even on low FPS systems it doesn't bobble
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if ( trace->allsolid ||
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( trace->plane.normal[2] > 0 &&
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( le->pos.trDelta[2] < 40 || le->pos.trDelta[2] < -cg.frametime * le->pos.trDelta[2] ) ) ) {
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le->pos.trType = TR_STATIONARY;
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} else {
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}
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}
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/*
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================
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CG_AddFragment
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================
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*/
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void CG_AddFragment( localEntity_t *le ) {
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vec3_t newOrigin;
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trace_t trace;
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if ( le->pos.trType == TR_STATIONARY ) {
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// sink into the ground if near the removal time
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int t;
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float oldZ;
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t = le->endTime - cg.time;
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if ( t < SINK_TIME ) {
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// we must use an explicit lighting origin, otherwise the
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// lighting would be lost as soon as the origin went
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// into the ground
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VectorCopy( le->refEntity.origin, le->refEntity.lightingOrigin );
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le->refEntity.renderfx |= RF_LIGHTING_ORIGIN;
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oldZ = le->refEntity.origin[2];
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le->refEntity.origin[2] -= 16 * ( 1.0 - (float)t / SINK_TIME );
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trap_R_AddRefEntityToScene( &le->refEntity );
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le->refEntity.origin[2] = oldZ;
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} else {
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trap_R_AddRefEntityToScene( &le->refEntity );
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}
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return;
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}
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// calculate new position
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BG_EvaluateTrajectory( &le->pos, cg.time, newOrigin );
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// trace a line from previous position to new position
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CG_Trace( &trace, le->refEntity.origin, NULL, NULL, newOrigin, -1, CONTENTS_SOLID );
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if ( trace.fraction == 1.0 ) {
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// still in free fall
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VectorCopy( newOrigin, le->refEntity.origin );
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if ( le->leFlags & LEF_TUMBLE ) {
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vec3_t angles;
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BG_EvaluateTrajectory( &le->angles, cg.time, angles );
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AnglesToAxis( angles, le->refEntity.axis );
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}
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trap_R_AddRefEntityToScene( &le->refEntity );
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return;
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}
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// if it is in a nodrop zone, remove it
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// this keeps gibs from waiting at the bottom of pits of death
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// and floating levels
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if ( trap_CM_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP )
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{
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CG_FreeLocalEntity( le );
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return;
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}
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if (!trace.startsolid)
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{
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// leave a mark
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CG_FragmentBounceMark( le, &trace );
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// do a bouncy sound
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CG_FragmentBounceSound( le, &trace );
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// reflect the velocity on the trace plane
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CG_ReflectVelocity( le, &trace );
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trap_R_AddRefEntityToScene( &le->refEntity );
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}
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}
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/*
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=====================================================================
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TRIVIAL LOCAL ENTITIES
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These only do simple scaling or modulation before passing to the renderer
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=====================================================================
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*/
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/*
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====================
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CG_AddFadeRGB
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====================
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*/
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void CG_AddFadeRGB( localEntity_t *le ) {
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refEntity_t *re;
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float c;
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re = &le->refEntity;
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c = ( le->endTime - cg.time ) * le->lifeRate;
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c *= 0xff;
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re->shaderRGBA[0] = le->color[0] * c;
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re->shaderRGBA[1] = le->color[1] * c;
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re->shaderRGBA[2] = le->color[2] * c;
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re->shaderRGBA[3] = le->color[3] * c;
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trap_R_AddRefEntityToScene( re );
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}
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/*
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==================
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CG_AddMoveScaleFade
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==================
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*/
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static void CG_AddMoveScaleFade( localEntity_t *le ) {
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refEntity_t *re;
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float c;
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vec3_t delta;
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float len;
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re = &le->refEntity;
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if ( le->fadeInTime > le->startTime && cg.time < le->fadeInTime ) {
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// fade / grow time
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c = 1.0 - (float) ( le->fadeInTime - cg.time ) / ( le->fadeInTime - le->startTime );
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}
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else {
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// fade / grow time
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c = ( le->endTime - cg.time ) * le->lifeRate;
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}
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re->shaderRGBA[3] = 0xff * c * le->color[3];
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if ( !( le->leFlags & LEF_PUFF_DONT_SCALE ) ) {
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re->radius = le->radius * ( 1.0 - c ) + 8;
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}
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BG_EvaluateTrajectory( &le->pos, cg.time, re->origin );
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// if the view would be "inside" the sprite, kill the sprite
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// so it doesn't add too much overdraw
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VectorSubtract( re->origin, cg.refdef.vieworg, delta );
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len = VectorLength( delta );
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if ( len < le->radius ) {
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CG_FreeLocalEntity( le );
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return;
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}
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trap_R_AddRefEntityToScene( re );
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}
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/*
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===================
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CG_AddScaleFade
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For rocket smokes that hang in place, fade out, and are
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removed if the view passes through them.
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There are often many of these, so it needs to be simple.
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===================
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*/
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static void CG_AddScaleFade( localEntity_t *le ) {
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refEntity_t *re;
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float c;
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vec3_t delta;
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float len;
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re = &le->refEntity;
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// fade / grow time
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c = ( le->endTime - cg.time ) * le->lifeRate;
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re->shaderRGBA[3] = 0xff * c * le->color[3];
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re->radius = le->radius * ( 1.0 - c ) + 8;
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// if the view would be "inside" the sprite, kill the sprite
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// so it doesn't add too much overdraw
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VectorSubtract( re->origin, cg.refdef.vieworg, delta );
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len = VectorLength( delta );
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if ( len < le->radius ) {
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CG_FreeLocalEntity( le );
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return;
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}
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trap_R_AddRefEntityToScene( re );
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}
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/*
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=================
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CG_AddFallScaleFade
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This is just an optimized CG_AddMoveScaleFade
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For blood mists that drift down, fade out, and are
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removed if the view passes through them.
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There are often 100+ of these, so it needs to be simple.
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=================
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*/
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static void CG_AddFallScaleFade( localEntity_t *le ) {
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refEntity_t *re;
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float c;
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vec3_t delta;
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float len;
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re = &le->refEntity;
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// fade time
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c = ( le->endTime - cg.time ) * le->lifeRate;
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re->shaderRGBA[3] = 0xff * c * le->color[3];
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re->origin[2] = le->pos.trBase[2] - ( 1.0 - c ) * le->pos.trDelta[2];
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re->radius = le->radius * ( 1.0 - c ) + 16;
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// if the view would be "inside" the sprite, kill the sprite
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// so it doesn't add too much overdraw
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VectorSubtract( re->origin, cg.refdef.vieworg, delta );
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len = VectorLength( delta );
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if ( len < le->radius ) {
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CG_FreeLocalEntity( le );
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return;
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}
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trap_R_AddRefEntityToScene( re );
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}
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/*
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===================
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CG_AddRefEntity
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===================
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*/
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void CG_AddRefEntity( localEntity_t *le )
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{
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if (le->endTime < cg.time)
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{
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CG_FreeLocalEntity( le );
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return;
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}
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trap_R_AddRefEntityToScene( &le->refEntity );
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}
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/*
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===================
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CG_AddLine
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===================
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*/
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void CG_AddLine( localEntity_t *le )
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{
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refEntity_t *re;
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re = &le->refEntity;
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re->reType = RT_LINE;
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trap_R_AddRefEntityToScene( re );
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}
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/*
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================
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CG_AddGib
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================
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*/
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void CG_AddGib( localEntity_t *le ) {
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vec3_t newOrigin;
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trace_t trace;
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if ( le->pos.trType == TR_STATIONARY ) {
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// sink into the ground if near the removal time
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int t;
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float oldZ;
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le->refEntity.origin[2] += le->zOffset;
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t = le->endTime - cg.time;
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if ( t < SINK_TIME ) {
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// we must use an explicit lighting origin, otherwise the
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// lighting would be lost as soon as the origin went
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// into the ground
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VectorCopy( le->refEntity.origin, le->refEntity.lightingOrigin );
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le->refEntity.renderfx |= RF_LIGHTING_ORIGIN;
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oldZ = le->refEntity.origin[2];
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le->refEntity.origin[2] -= 16 * ( 1.0 - (float)t / SINK_TIME );
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trap_R_AddRefEntityToScene( &le->refEntity );
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le->refEntity.origin[2] = oldZ;
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} else {
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trap_R_AddRefEntityToScene( &le->refEntity );
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}
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le->refEntity.origin[2] -= le->zOffset;
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return;
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}
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// calculate new position
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BG_EvaluateTrajectory( &le->pos, cg.time, newOrigin );
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// trace a line from previous position to new position
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CG_Trace( &trace, le->refEntity.origin, NULL, NULL, newOrigin, -1, CONTENTS_SOLID );
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if ( trace.fraction == 1.0 ) {
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// still in free fall
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VectorCopy( newOrigin, le->refEntity.origin );
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if ( le->leFlags & LEF_TUMBLE ) {
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vec3_t angles;
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BG_EvaluateTrajectory( &le->angles, cg.time, angles );
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AnglesToAxis( angles, le->refEntity.axis );
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}
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le->refEntity.origin[2] += le->zOffset;
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trap_R_AddRefEntityToScene( &le->refEntity );
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le->refEntity.origin[2] -= le->zOffset;
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return;
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}
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// if it is in a nodrop zone, remove it
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// this keeps gibs from waiting at the bottom of pits of death
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// and floating levels
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if ( trap_CM_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP )
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{
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CG_FreeLocalEntity( le );
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return;
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}
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if (!trace.startsolid)
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{
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// leave a mark
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// CG_FragmentBounceMark( le, &trace );
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// do a bouncy sound
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// CG_FragmentBounceSound( le, &trace );
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// reflect the velocity on the trace plane
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CG_ReflectVelocity( le, &trace );
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le->refEntity.origin[2] += le->zOffset;
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trap_R_AddRefEntityToScene( &le->refEntity );
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le->refEntity.origin[2] -= le->zOffset;
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}
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}
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//==============================================================================
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/*
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===================
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CG_AddLocalEntities
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===================
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*/
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void CG_AddLocalEntities( void )
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{
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localEntity_t *le, *next;
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// walk the list backwards, so any new local entities generated
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// (trails, marks, etc) will be present this frame
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le = cg_activeLocalEntities.prev;
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for ( ; le != &cg_activeLocalEntities ; le = next )
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{
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// grab next now, so if the local entity is freed we
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// still have it
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next = le->prev;
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if ( cg.time >= le->endTime )
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{
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CG_FreeLocalEntity( le );
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continue;
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}
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switch ( le->leType )
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{
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default:
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Com_Error( ERR_FATAL, "Bad leType: %i", le->leType );
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break;
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case LE_FRAGMENT:
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CG_AddFragment( le );
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break;
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case LE_MOVE_SCALE_FADE:
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CG_AddMoveScaleFade( le );
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break;
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case LE_FADE_RGB:
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CG_AddFadeRGB( le );
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break;
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case LE_FALL_SCALE_FADE:
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CG_AddFallScaleFade( le );
|
|
break;
|
|
|
|
case LE_SCALE_FADE:
|
|
CG_AddScaleFade( le );
|
|
break;
|
|
|
|
case LE_SHOWREFENTITY:
|
|
CG_AddRefEntity( le );
|
|
break;
|
|
|
|
case LE_LINE:
|
|
CG_AddLine( le );
|
|
break;
|
|
|
|
case LE_GIB:
|
|
CG_AddGib(le);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|