// Copyright (C) 1999-2000 Id Software, Inc. // // cg_marks.c -- wall marks #include "cg_local.h" /* =================================================================== MARK POLYS =================================================================== */ markPoly_t cg_activeMarkPolys; // double linked list markPoly_t *cg_freeMarkPolys; // single linked list markPoly_t cg_markPolys[MAX_MARK_POLYS]; /* =================== CG_InitMarkPolys This is called at startup and for tournement restarts =================== */ void CG_InitMarkPolys( void ) { int i; memset( cg_markPolys, 0, sizeof(cg_markPolys) ); cg_activeMarkPolys.nextMark = &cg_activeMarkPolys; cg_activeMarkPolys.prevMark = &cg_activeMarkPolys; cg_freeMarkPolys = cg_markPolys; for ( i = 0 ; i < MAX_MARK_POLYS - 1 ; i++ ) { cg_markPolys[i].nextMark = &cg_markPolys[i+1]; } } /* ================== CG_FreeMarkPoly ================== */ void CG_FreeMarkPoly( markPoly_t *le ) { if ( !le->prevMark ) { CG_Error( "CG_FreeLocalEntity: not active" ); } // remove from the doubly linked active list le->prevMark->nextMark = le->nextMark; le->nextMark->prevMark = le->prevMark; // the free list is only singly linked le->nextMark = cg_freeMarkPolys; cg_freeMarkPolys = le; } /* =================== CG_AllocMark Will allways succeed, even if it requires freeing an old active mark =================== */ markPoly_t *CG_AllocMark( void ) { markPoly_t *le; int time; if ( !cg_freeMarkPolys ) { // no free entities, so free the one at the end of the chain // remove the oldest active entity time = cg_activeMarkPolys.prevMark->time; while (cg_activeMarkPolys.prevMark && time == cg_activeMarkPolys.prevMark->time) { CG_FreeMarkPoly( cg_activeMarkPolys.prevMark ); } } le = cg_freeMarkPolys; cg_freeMarkPolys = cg_freeMarkPolys->nextMark; memset( le, 0, sizeof( *le ) ); // link into the active list le->nextMark = cg_activeMarkPolys.nextMark; le->prevMark = &cg_activeMarkPolys; cg_activeMarkPolys.nextMark->prevMark = le; cg_activeMarkPolys.nextMark = le; return le; } /* ================= CG_ImpactMark origin should be a point within a unit of the plane dir should be the plane normal temporary marks will not be stored or randomly oriented, but immediately passed to the renderer. ================= */ #define MAX_MARK_FRAGMENTS 128 #define MAX_MARK_POINTS 384 void CG_ImpactMark( qhandle_t markShader, const vec3_t origin, const vec3_t dir, float orientation, float red, float green, float blue, float alpha, qboolean alphaFade, float radius, qboolean temporary ) { vec3_t axis[3]; float texCoordScale; vec3_t originalPoints[4]; byte colors[4]; int i, j; int numFragments; markFragment_t markFragments[MAX_MARK_FRAGMENTS], *mf; vec3_t markPoints[MAX_MARK_POINTS]; vec3_t projection; #ifdef _DEBUG if (!markShader) { Com_Printf("CG_ImpactMark: NULL shader\n"); } #endif if ( !cg_addMarks.integer ) { return; } if ( radius <= 0 ) { CG_Error( "CG_ImpactMark called with <= 0 radius" ); } // create the texture axis VectorNormalize2( dir, axis[0] ); PerpendicularVector( axis[1], axis[0] ); RotatePointAroundVector( axis[2], axis[0], axis[1], orientation ); CrossProduct( axis[0], axis[2], axis[1] ); texCoordScale = 0.5 * 1.0 / radius; // create the full polygon for ( i = 0 ; i < 3 ; i++ ) { originalPoints[0][i] = origin[i] - radius * axis[1][i] - radius * axis[2][i]; originalPoints[1][i] = origin[i] + radius * axis[1][i] - radius * axis[2][i]; originalPoints[2][i] = origin[i] + radius * axis[1][i] + radius * axis[2][i]; originalPoints[3][i] = origin[i] - radius * axis[1][i] + radius * axis[2][i]; } // get the fragments VectorScale( dir, -20, projection ); numFragments = trap_CM_MarkFragments( 4, (void *)originalPoints, projection, MAX_MARK_POINTS, markPoints[0], MAX_MARK_FRAGMENTS, markFragments ); colors[0] = red * 255; colors[1] = green * 255; colors[2] = blue * 255; colors[3] = alpha * 255; for ( i = 0, mf = markFragments ; i < numFragments ; i++, mf++ ) { polyVert_t *v; polyVert_t verts[MAX_VERTS_ON_POLY]; markPoly_t *mark; // we have an upper limit on the complexity of polygons // that we store persistantly if ( mf->numPoints > MAX_VERTS_ON_POLY ) { mf->numPoints = MAX_VERTS_ON_POLY; } for ( j = 0, v = verts ; j < mf->numPoints ; j++, v++ ) { vec3_t delta; VectorCopy( markPoints[mf->firstPoint + j], v->xyz ); VectorSubtract( v->xyz, origin, delta ); v->st[0] = 0.5 + DotProduct( delta, axis[1] ) * texCoordScale; v->st[1] = 0.5 + DotProduct( delta, axis[2] ) * texCoordScale; *(int *)v->modulate = *(int *)colors; } // if it is a temporary (shadow) mark, add it immediately and forget about it if ( temporary ) { trap_R_AddPolyToScene( markShader, mf->numPoints, verts ); continue; } // otherwise save it persistantly mark = CG_AllocMark(); mark->time = cg.time; mark->alphaFade = alphaFade; mark->markShader = markShader; mark->poly.numVerts = mf->numPoints; mark->color[0] = red; mark->color[1] = green; mark->color[2] = blue; mark->color[3] = alpha; memcpy( mark->verts, verts, mf->numPoints * sizeof( verts[0] ) ); } } /* =============== CG_AddMarks =============== */ #define MARK_TOTAL_TIME 10000 #define MARK_FADE_TIME 1000 void CG_AddMarks( void ) { int j; markPoly_t *mp, *next; int t; int fade; if ( !cg_addMarks.integer ) { return; } mp = cg_activeMarkPolys.nextMark; for ( ; mp != &cg_activeMarkPolys ; mp = next ) { // grab next now, so if the local entity is freed we // still have it next = mp->nextMark; // see if it is time to completely remove it if ( cg.time > mp->time + MARK_TOTAL_TIME ) { CG_FreeMarkPoly( mp ); continue; } // fade out the energy bursts if ( mp->markShader == cgs.media.energyMarkShader ) { fade = 450 - 450 * ( (cg.time - mp->time ) / 3000.0 ); if ( fade < 255 ) { if ( fade < 0 ) { fade = 0; } if ( mp->verts[0].modulate[0] != 0 ) { for ( j = 0 ; j < mp->poly.numVerts ; j++ ) { mp->verts[j].modulate[0] = mp->color[0] * fade; mp->verts[j].modulate[1] = mp->color[1] * fade; mp->verts[j].modulate[2] = mp->color[2] * fade; } } } } // fade all marks out with time t = mp->time + MARK_TOTAL_TIME - cg.time; if ( t < MARK_FADE_TIME ) { fade = 255 * t / MARK_FADE_TIME; if ( mp->alphaFade ) { for ( j = 0 ; j < mp->poly.numVerts ; j++ ) { mp->verts[j].modulate[3] = fade; } } else { for ( j = 0 ; j < mp->poly.numVerts ; j++ ) { mp->verts[j].modulate[0] = mp->color[0] * fade; mp->verts[j].modulate[1] = mp->color[1] * fade; mp->verts[j].modulate[2] = mp->color[2] * fade; } } } trap_R_AddPolyToScene( mp->markShader, mp->poly.numVerts, mp->verts ); } }