mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2025-01-31 05:40:49 +00:00
Added cg_atmospheric to the Linux Makefile and added a CVS header to
cg_atmospheric and indented it like the other files.
This commit is contained in:
parent
2cea4d3acc
commit
50d562f7f9
2 changed files with 283 additions and 295 deletions
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@ -74,6 +74,7 @@ CGOBJ = \
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$(CGDIRNAME)/cg_servercmds.o \
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$(CGDIRNAME)/cg_snapshot.o \
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$(CGDIRNAME)/cg_view.o \
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$(CGDIRNAME)/cg_atmospheric.o \
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$(CGDIRNAME)/cg_weapons.o
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UIOBJ = \
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@ -1,3 +1,16 @@
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//-----------------------------------------------------------------------------
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//
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// $Id$
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//
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.2 2002/08/25 19:19:49 jbravo
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// Added cg_atmospheric to the Linux Makefile and added a CVS header to
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// cg_atmospheric and indented it like the other files.
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//
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//
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//-----------------------------------------------------------------------------
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/*
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** Copyright (C) 2000, 2001 by the Q3F Development team
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** All rights reserved.
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@ -18,11 +31,8 @@
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#define MAX_ATMOSPHERIC_EFFECTSHADERS 6 // maximum different effectshaders for an atmospheric effect
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#define ATMOSPHERIC_DROPDELAY 1000
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#define ATMOSPHERIC_CUTHEIGHT 800
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#define ATMOSPHERIC_RAIN_SPEED 1.1f * DEFAULT_GRAVITY
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#define ATMOSPHERIC_RAIN_HEIGHT 150
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#define ATMOSPHERIC_SNOW_SPEED 0.1f * DEFAULT_GRAVITY
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#define ATMOSPHERIC_SNOW_HEIGHT 10
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@ -38,18 +48,13 @@ typedef struct cg_atmosphericEffect_s {
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cg_atmosphericParticle_t particles[MAX_ATMOSPHERIC_PARTICLES];
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qhandle_t effectshaders[MAX_ATMOSPHERIC_EFFECTSHADERS];
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qhandle_t effectwatershader, effectlandshader;
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int lastRainTime, numDrops;
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int gustStartTime, gustEndTime;
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int baseStartTime, baseEndTime;
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int gustMinTime, gustMaxTime;
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int changeMinTime, changeMaxTime;
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int baseMinTime, baseMaxTime;
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int lastRainTime, numDrops, gustStartTime, gustEndTime;
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int baseStartTime, baseEndTime, gustMinTime, gustMaxTime;
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int changeMinTime, changeMaxTime, baseMinTime, baseMaxTime;
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float baseWeight, gustWeight;
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int baseDrops, gustDrops;
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int numEffectShaders;
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int baseDrops, gustDrops, numEffectShaders;
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qboolean waterSplash, landSplash;
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vec3_t baseVec, gustVec;
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qboolean(*ParticleCheckVisible) (cg_atmosphericParticle_t * particle);
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qboolean(*ParticleGenerate) (cg_atmosphericParticle_t * particle, vec3_t currvec, float currweight);
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void (*ParticleRender) (cg_atmosphericParticle_t * particle);
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@ -61,16 +66,15 @@ static cg_atmosphericEffect_t cg_atmFx;
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** Render utility functions
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*/
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void CG_EffectMark( qhandle_t markShader, const vec3_t origin, const vec3_t dir, float alpha, float radius ) {
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void CG_EffectMark(qhandle_t markShader, const vec3_t origin, const vec3_t dir, float alpha, float radius)
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{
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// 'quick' version of the CG_ImpactMark function
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vec3_t axis[3];
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vec3_t axis[3], originalPoints[4];
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float texCoordScale;
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vec3_t originalPoints[4];
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byte colors[4];
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int i;
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polyVert_t *v;
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polyVert_t verts[4];
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polyVert_t *v, verts[4];
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if (!cg_addMarks.integer) {
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return;
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@ -79,7 +83,6 @@ void CG_EffectMark( qhandle_t markShader, const vec3_t origin, const vec3_t di
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if (radius <= 0) {
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CG_Error("CG_EffectMark called with <= 0 radius");
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}
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// create the texture axis
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VectorNormalize2(dir, axis[0]);
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PerpendicularVector(axis[1], axis[0]);
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@ -105,7 +108,6 @@ void CG_EffectMark( qhandle_t markShader, const vec3_t origin, const vec3_t di
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vec3_t delta;
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VectorCopy(originalPoints[i], v->xyz);
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VectorSubtract(v->xyz, origin, delta);
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v->st[0] = 0.5 + DotProduct(delta, axis[1]) * texCoordScale;
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v->st[1] = 0.5 + DotProduct(delta, axis[2]) * texCoordScale;
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@ -157,8 +159,7 @@ static qboolean CG_RainParticleGenerate( cg_atmosphericParticle_t *particle, vec
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testpoint[2] = origz = cg.refdef.vieworg[2];
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testend[2] = testpoint[2] + MAX_ATMOSPHERIC_HEIGHT;
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while( 1 )
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{
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while (1) {
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if (testpoint[2] >= MAX_ATMOSPHERIC_HEIGHT)
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return (qfalse);
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if (testend[2] >= MAX_ATMOSPHERIC_HEIGHT)
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@ -168,12 +169,12 @@ static qboolean CG_RainParticleGenerate( cg_atmosphericParticle_t *particle, vec
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{
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testpoint[2] += 64;
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testend[2] = testpoint[2] + MAX_ATMOSPHERIC_HEIGHT;
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}
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else if( tr.fraction == 1 ) // Didn't hit anything, we're (probably) outside the world
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} else if (tr.fraction == 1) // Didn't hit anything, we're (probably) outside the world
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return (qfalse);
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else if (tr.surfaceFlags & SURF_SKY) // Hit sky, this is where we start.
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break;
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else return( qfalse );
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else
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return (qfalse);
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}
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particle->active = qtrue;
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@ -216,28 +217,27 @@ static void CG_RainParticleRender( cg_atmosphericParticle_t *particle )
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VectorCopy(particle->pos, start);
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len = particle->height;
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if( start[2] <= particle->minz )
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{
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if (start[2] <= particle->minz) {
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// Stop rain going through surfaces.
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len = particle->height - particle->minz + start[2];
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frac = start[2];
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VectorMA(start, len - particle->height, particle->deltaNormalized, start);
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if( !cg_lowEffects.integer )
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{
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if (!cg_lowEffects.integer) {
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frac = (ATMOSPHERIC_CUTHEIGHT - particle->minz + frac) / (float) ATMOSPHERIC_CUTHEIGHT;
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// Splash effects on different surfaces
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if( particle->contents & (CONTENTS_WATER|CONTENTS_SLIME) )
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{
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if (particle->contents & (CONTENTS_WATER | CONTENTS_SLIME)) {
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// Water splash
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if (cg_atmFx.effectwatershader && frac > 0 && frac < 1)
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CG_EffectMark( cg_atmFx.effectwatershader, start, particle->surfacenormal, frac * 0.5, 8 - frac * 8 );
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}
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else if( !(particle->contents & CONTENTS_LAVA) && !(particle->surface & (SURF_NODAMAGE|SURF_NOIMPACT|SURF_NOMARKS|SURF_SKY)) )
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{
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CG_EffectMark(cg_atmFx.effectwatershader, start, particle->surfacenormal,
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frac * 0.5, 8 - frac * 8);
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} else if (!(particle->contents & CONTENTS_LAVA)
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&& !(particle->
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surface & (SURF_NODAMAGE | SURF_NOIMPACT | SURF_NOMARKS | SURF_SKY))) {
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// Solid splash
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if (cg_atmFx.effectlandshader && frac > 0 && frac < 1)
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CG_ImpactMark( cg_atmFx.effectlandshader, start, particle->surfacenormal, 0, 1, 1, 1, frac * 0.5, qfalse, 3 - frac * 2, qtrue );
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CG_ImpactMark(cg_atmFx.effectlandshader, start, particle->surfacenormal, 0, 1,
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1, 1, frac * 0.5, qfalse, 3 - frac * 2, qtrue);
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}
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}
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}
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@ -309,8 +309,7 @@ static qboolean CG_SnowParticleGenerate( cg_atmosphericParticle_t *particle, vec
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testpoint[2] = origz = cg.refdef.vieworg[2];
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testend[2] = testpoint[2] + MAX_ATMOSPHERIC_HEIGHT;
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while( 1 )
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{
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while (1) {
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if (testpoint[2] >= MAX_ATMOSPHERIC_HEIGHT)
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return (qfalse);
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if (testend[2] >= MAX_ATMOSPHERIC_HEIGHT)
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@ -320,12 +319,12 @@ static qboolean CG_SnowParticleGenerate( cg_atmosphericParticle_t *particle, vec
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{
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testpoint[2] += 64;
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testend[2] = testpoint[2] + MAX_ATMOSPHERIC_HEIGHT;
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}
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else if( tr.fraction == 1 ) // Didn't hit anything, we're (probably) outside the world
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} else if (tr.fraction == 1) // Didn't hit anything, we're (probably) outside the world
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return (qfalse);
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else if (tr.surfaceFlags & SURF_SKY) // Hit sky, this is where we start.
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break;
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else return( qfalse );
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else
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return (qfalse);
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}
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particle->active = qtrue;
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start[1] += 24 * (1 - particle->deltaNormalized[2]) * cosTumbling;
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len = particle->height;
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if( start[2] <= particle->minz )
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{
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if (start[2] <= particle->minz) {
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// Stop snow going through surfaces.
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len = particle->height - particle->minz + start[2];
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frac = start[2];
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@ -441,7 +439,8 @@ static void CG_EffectGust()
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int diff;
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cg_atmFx.baseEndTime = cg.time + cg_atmFx.baseMinTime + (rand() % (cg_atmFx.baseMaxTime - cg_atmFx.baseMinTime));
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cg_atmFx.baseEndTime =
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cg.time + cg_atmFx.baseMinTime + (rand() % (cg_atmFx.baseMaxTime - cg_atmFx.baseMinTime));
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diff = cg_atmFx.changeMaxTime - cg_atmFx.changeMinTime;
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cg_atmFx.gustStartTime = cg_atmFx.baseEndTime + cg_atmFx.changeMinTime + (diff ? (rand() % diff) : 0);
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diff = cg_atmFx.gustMaxTime - cg_atmFx.gustMinTime;
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@ -457,30 +456,28 @@ static qboolean CG_EffectGustCurrent( vec3_t curr, float *weight, int *num )
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vec3_t temp;
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float frac;
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if( cg.time < cg_atmFx.baseEndTime )
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{
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if (cg.time < cg_atmFx.baseEndTime) {
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VectorCopy(cg_atmFx.baseVec, curr);
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*weight = cg_atmFx.baseWeight;
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*num = cg_atmFx.baseDrops;
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}
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else {
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} else {
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VectorSubtract(cg_atmFx.gustVec, cg_atmFx.baseVec, temp);
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if( cg.time < cg_atmFx.gustStartTime )
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{
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frac = ((float)(cg.time - cg_atmFx.baseEndTime))/((float)(cg_atmFx.gustStartTime - cg_atmFx.baseEndTime));
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if (cg.time < cg_atmFx.gustStartTime) {
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frac =
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((float) (cg.time - cg_atmFx.baseEndTime)) /
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((float) (cg_atmFx.gustStartTime - cg_atmFx.baseEndTime));
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VectorMA(cg_atmFx.baseVec, frac, temp, curr);
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*weight = cg_atmFx.baseWeight + (cg_atmFx.gustWeight - cg_atmFx.baseWeight) * frac;
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*num = cg_atmFx.baseDrops + ((float) (cg_atmFx.gustDrops - cg_atmFx.baseDrops)) * frac;
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}
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else if( cg.time < cg_atmFx.gustEndTime )
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{
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} else if (cg.time < cg_atmFx.gustEndTime) {
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VectorCopy(cg_atmFx.gustVec, curr);
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*weight = cg_atmFx.gustWeight;
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*num = cg_atmFx.gustDrops;
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}
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else
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{
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frac = 1.0 - ((float)(cg.time - cg_atmFx.gustEndTime))/((float)(cg_atmFx.baseStartTime - cg_atmFx.gustEndTime));
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} else {
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frac =
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1.0 -
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((float) (cg.time - cg_atmFx.gustEndTime)) /
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((float) (cg_atmFx.baseStartTime - cg_atmFx.gustEndTime));
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VectorMA(cg_atmFx.baseVec, frac, temp, curr);
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*weight = cg_atmFx.baseWeight + (cg_atmFx.gustWeight - cg_atmFx.baseWeight) * frac;
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*num = cg_atmFx.baseDrops + ((float) (cg_atmFx.gustDrops - cg_atmFx.baseDrops)) * frac;
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@ -500,13 +497,11 @@ static void CG_EP_ParseFloats( char *floatstr, float *f1, float *f2 )
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Q_strncpyz(buff, floatstr, sizeof(buff));
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for (middleptr = buff; *middleptr && *middleptr != ' '; middleptr++);
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if( *middleptr )
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{
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if (*middleptr) {
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*middleptr++ = 0;
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*f1 = atof(floatstr);
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*f2 = atof(middleptr);
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}
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else {
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} else {
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*f1 = *f2 = atof(floatstr);
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}
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}
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@ -540,13 +535,11 @@ void CG_EffectParse( const char *effectstr )
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// Parse the parameter string
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Q_strncpyz(workbuff, effectstr, sizeof(workbuff));
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for( startptr = workbuff; *startptr; )
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{
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for (startptr = workbuff; *startptr;) {
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for (eqptr = startptr; *eqptr && *eqptr != '=' && *eqptr != ','; eqptr++);
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if (!*eqptr)
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break; // No more string
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if( *eqptr == ',' )
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{
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if (*eqptr == ',') {
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startptr = eqptr + 1; // Bad argument, continue
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continue;
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}
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@ -555,8 +548,7 @@ void CG_EffectParse( const char *effectstr )
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if (*endptr)
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*endptr++ = 0;
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if( !type )
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{
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if (!type) {
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if (Q_stricmp(startptr, "T")) {
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cg_atmFx.numDrops = 0;
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CG_Printf("Atmospheric effect must start with a type.\n");
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@ -581,8 +573,7 @@ void CG_EffectParse( const char *effectstr )
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CG_Printf("Only effect type 'rain' and 'snow' are supported.\n");
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return;
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}
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}
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else {
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} else {
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if (!Q_stricmp(startptr, "B"))
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CG_EP_ParseFloats(eqptr, &bmin, &bmax);
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else if (!Q_stricmp(startptr, "C"))
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@ -599,13 +590,13 @@ void CG_EffectParse( const char *effectstr )
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CG_EP_ParseFloats(eqptr, &wsplash, &lsplash);
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else if (!Q_stricmp(startptr, "D"))
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CG_EP_ParseFloats(eqptr, &bdrop, &gdrop);
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else CG_Printf( "Unknown effect key '%s'.\n", startptr );
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else
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CG_Printf("Unknown effect key '%s'.\n", startptr);
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}
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startptr = endptr;
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}
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if( !type )
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{
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if (!type) {
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// No effects
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cg_atmFx.numDrops = -1;
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@ -642,7 +633,9 @@ void CG_EffectParse( const char *effectstr )
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// Snow
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} else if (!Q_stricmp(type, "snow")) {
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for (cg_atmFx.numEffectShaders = 0; cg_atmFx.numEffectShaders < 6; cg_atmFx.numEffectShaders++) {
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if( !( cg_atmFx.effectshaders[cg_atmFx.numEffectShaders] = trap_R_RegisterShader( va("gfx/atmosphere/snowflake0%i", cg_atmFx.numEffectShaders ) ) ) )
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if (!
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(cg_atmFx.effectshaders[cg_atmFx.numEffectShaders] =
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trap_R_RegisterShader(va("gfx/atmosphere/snowflake0%i", cg_atmFx.numEffectShaders))))
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cg_atmFx.effectshaders[cg_atmFx.numEffectShaders] = -1; // we had some kind of a problem
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}
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cg_atmFx.waterSplash = 0;
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@ -678,22 +671,17 @@ void CG_AddAtmosphericEffects()
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max = cg_lowEffects.integer ? (cg_atmFx.numDrops >> 1) : cg_atmFx.numDrops;
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if (CG_EffectGustCurrent(currvec, &currweight, &currnum))
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CG_EffectGust(); // Recalculate gust parameters
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for( curr = 0; curr < max; curr++ )
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{
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for (curr = 0; curr < max; curr++) {
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particle = &cg_atmFx.particles[curr];
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if( !cg_atmFx.ParticleCheckVisible( particle ) )
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{
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if (!cg_atmFx.ParticleCheckVisible(particle)) {
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// Effect has terminated / fallen from screen view
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if( !particle->nextDropTime )
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{
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if (!particle->nextDropTime) {
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// Stop rain being synchronized
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particle->nextDropTime = rand() % ATMOSPHERIC_DROPDELAY;
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}
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else if( currnum < curr || particle->nextDropTime > cg.time )
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} else if (currnum < curr || particle->nextDropTime > cg.time)
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continue;
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if( !cg_atmFx.ParticleGenerate( particle, currvec, currweight ) )
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{
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if (!cg_atmFx.ParticleGenerate(particle, currvec, currweight)) {
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// Ensure it doesn't attempt to generate every frame, to prevent
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// 'clumping' when there's only a small sky area available.
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particle->nextDropTime = cg.time + ATMOSPHERIC_DROPDELAY;
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@ -707,7 +695,6 @@ void CG_AddAtmosphericEffects()
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cg_atmFx.lastRainTime = cg.time;
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}
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/*
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** G_AtmosphericKludge
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*/
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