590 lines
14 KiB
C++
590 lines
14 KiB
C++
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// cg_localents.c -- every frame, generate renderer commands for locally
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// processed entities, like smoke puffs, gibs, shells, etc.
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#include "cg_local.h"
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#include "fx_public.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 tournement restarts
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===================
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*/
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void CG_InitLocalEntities( void ) {
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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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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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if ( !le->prev ) {
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CG_Error( "CG_FreeLocalEntity: not active" );
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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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le->ownerGentNum = -1;
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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_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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/* if ( le->leBounceSoundType == LEBS_BLOOD ) {
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// half the gibs will make splat sounds
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if ( rand() & 1 ) {
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int r = rand()&3;
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sfxHandle_t s;
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if ( r < 2 ) {
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s = cgs.media.gibBounce1Sound;
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} else if ( r == 2 ) {
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s = cgs.media.gibBounce2Sound;
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} else {
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s = cgs.media.gibBounce3Sound;
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}
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cgi_S_StartSound( trace->endpos, ENTITYNUM_WORLD, CHAN_AUTO, s );
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}
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} else if ( le->leBounceSoundType == LEBS_BRASS ) {
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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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================
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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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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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cgi_R_AddRefEntityToScene( &le->refEntity );
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le->refEntity.origin[2] = oldZ;
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} else {
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cgi_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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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, le->ownerGentNum, 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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EvaluateTrajectory( &le->angles, cg.time, angles );
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AnglesToAxis( angles, le->refEntity.axis );
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for(int k = 0; k < 3; k++)
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{
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VectorScale(le->refEntity.axis[k], le->radius, le->refEntity.axis[k]);
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}
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}
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cgi_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 ( cgi_CM_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP ) {
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CG_FreeLocalEntity( le );
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return;
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}
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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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//FIXME: if LEF_TUMBLE, change avelocity too?
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cgi_R_AddRefEntityToScene( &le->refEntity );
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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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** CG_AddTeleporterEffect
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*/
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void CG_AddTeleporterEffect( 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 ) / ( float ) ( le->endTime - le->startTime );
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re->shaderRGBA[0] =
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re->shaderRGBA[1] =
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re->shaderRGBA[2] =
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re->shaderRGBA[3] = 0xff * c;
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cgi_R_AddRefEntityToScene( re );
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}
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/*
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** CG_AddFadeRGB
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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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cgi_R_AddRefEntityToScene( re );
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}
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/*
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==================
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CG_AddPuff
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==================
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*/
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static void CG_AddPuff( 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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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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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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cgi_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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cgi_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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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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cgi_R_AddRefEntityToScene( re );
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}
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/*
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================
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CG_AddExplosion
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================
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*/
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static void CG_AddExplosion( localEntity_t *ex ) {
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refEntity_t *ent = &ex->refEntity;
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// calculate model frame
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if ( ex->lifeRate > 0 ) {
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float frac = (cg.time - ex->startTime) * ex->lifeRate;
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int f = floor(frac);
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if ( f < 0 ) {
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f = 0;
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}
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ent->frame = f + 1;
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ent->oldframe = f;
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ent->backlerp = 1.0 - ( frac - f );
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ent->renderfx |= RF_CAP_FRAMES;
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}
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// Explosions with zero shaders (using model default shader) don't fade, so
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// allow fading when this flag is set.
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if ( ex->leFlags & LEF_FADE_RGB )
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{
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float frac = 1.0f - ((float)( cg.time - ex->startTime )/(float)( ex->endTime - ex->startTime ));
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ent->shaderRGBA[0] =
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ent->shaderRGBA[1] =
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ent->shaderRGBA[2] = frac * 255;
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ent->shaderRGBA[3] = 255;
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}
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// add the entity
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cgi_R_AddRefEntityToScene(ent);
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// add the dlight
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if ( ex->light ) {
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float light;
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light = (float)( cg.time - ex->startTime ) / ( ex->endTime - ex->startTime );
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if ( light < 0.5 ) {
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light = 1.0;
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} else {
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light = 1.0 - ( light - 0.5 ) * 2;
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}
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light = ex->light * light;
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cgi_R_AddLightToScene(ent->origin, light, ex->lightColor[0], ex->lightColor[1], ex->lightColor[2] );
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}
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}
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/*
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================
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CG_AddSpriteExplosion
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================
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*/
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static void CG_AddSpriteExplosion( 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 ) / ( float ) ( le->endTime - le->startTime );
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if ( c > 1 ) {
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c = 1.0; // can happen during connection problems
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}
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re.shaderRGBA[0] = 0xff;
|
||
|
re.shaderRGBA[1] = 0xff;
|
||
|
re.shaderRGBA[2] = 0xff;
|
||
|
re.shaderRGBA[3] = 0xff;// * c * 0.33;//alpha works now
|
||
|
|
||
|
|
||
|
re.reType = RT_SPRITE;
|
||
|
re.radius = 42 * ( 1.0 - c ) * le->radius + ( 30 * le->radius );
|
||
|
// re.radius = 42 * ( 1.0 - c ) + 30;
|
||
|
|
||
|
cgi_R_AddRefEntityToScene( &re );
|
||
|
|
||
|
// add the dlight
|
||
|
if ( le->light ) {
|
||
|
float light;
|
||
|
|
||
|
light = (float)( cg.time - le->startTime ) / ( le->endTime - le->startTime );
|
||
|
if ( light < 0.5 ) {
|
||
|
light = 1.0;
|
||
|
} else {
|
||
|
light = 1.0 - ( light - 0.5 ) * 2;
|
||
|
}
|
||
|
light = le->light * light;
|
||
|
cgi_R_AddLightToScene(re.origin, light, le->lightColor[0], le->lightColor[1], le->lightColor[2] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
CG_AddLocalLight
|
||
|
================
|
||
|
*/
|
||
|
static void CG_AddLocalLight( localEntity_t *le )
|
||
|
{
|
||
|
// There should be a light if this is being used, but hey...
|
||
|
if ( le->light )
|
||
|
{
|
||
|
float light;
|
||
|
|
||
|
light = (float)( cg.time - le->startTime ) / ( le->endTime - le->startTime );
|
||
|
|
||
|
if ( light < 0.5 )
|
||
|
{
|
||
|
light = 1.0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
light = 1.0 - ( light - 0.5 ) * 2;
|
||
|
}
|
||
|
|
||
|
light = le->light * light;
|
||
|
|
||
|
cgi_R_AddLightToScene( le->refEntity.origin, light, le->lightColor[0], le->lightColor[1], le->lightColor[2] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//==============================================================================
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
CG_AddLocalEntities
|
||
|
|
||
|
===================
|
||
|
*/
|
||
|
void CG_AddLocalEntities( void )
|
||
|
{
|
||
|
localEntity_t *le, *next;
|
||
|
|
||
|
// walk the list backwards, so any new local entities generated
|
||
|
// (trails, marks, etc) will be present this frame
|
||
|
le = cg_activeLocalEntities.prev;
|
||
|
for ( ; le != &cg_activeLocalEntities ; le = next ) {
|
||
|
// grab next now, so if the local entity is freed we
|
||
|
// still have it
|
||
|
next = le->prev;
|
||
|
|
||
|
if ( cg.time >= le->endTime ) {
|
||
|
CG_FreeLocalEntity( le );
|
||
|
continue;
|
||
|
}
|
||
|
switch ( le->leType ) {
|
||
|
default:
|
||
|
CG_Error( "Bad leType: %i", le->leType );
|
||
|
break;
|
||
|
|
||
|
case LE_MARK:
|
||
|
break;
|
||
|
|
||
|
case LE_SPRITE_EXPLOSION:
|
||
|
CG_AddSpriteExplosion( le );
|
||
|
break;
|
||
|
|
||
|
case LE_EXPLOSION:
|
||
|
CG_AddExplosion( le );
|
||
|
break;
|
||
|
|
||
|
case LE_FRAGMENT:
|
||
|
CG_AddFragment( le );
|
||
|
break;
|
||
|
|
||
|
case LE_PUFF:
|
||
|
CG_AddPuff( le );
|
||
|
break;
|
||
|
|
||
|
case LE_FADE_RGB: // teleporters, railtrails
|
||
|
CG_AddFadeRGB( le );
|
||
|
break;
|
||
|
|
||
|
case LE_FALL_SCALE_FADE: // gib blood trails
|
||
|
CG_AddFallScaleFade( le );
|
||
|
break;
|
||
|
|
||
|
case LE_SCALE_FADE: // rocket trails
|
||
|
CG_AddScaleFade( le );
|
||
|
break;
|
||
|
|
||
|
case LE_LIGHT:
|
||
|
CG_AddLocalLight( le );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|