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724 lines
22 KiB
C
724 lines
22 KiB
C
//-----------------------------------------------------------------------------
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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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**
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** cg_atmospheric.c
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**
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** Add atmospheric effects to view.
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**
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** Current supported effects are rain and snow.
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*/
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#include "cg_local.h"
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#define MAX_ATMOSPHERIC_PARTICLES 1000 // maximum # of particles
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#define MAX_ATMOSPHERIC_DISTANCE 1000 // maximum distance from refdef origin that particles are visible
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#define MAX_ATMOSPHERIC_HEIGHT 4096 // maximum world height (FIXME: since 1.27 this should be 65536)
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#define MIN_ATMOSPHERIC_HEIGHT -4096 // minimum world height (FIXME: since 1.27 this should be -65536)
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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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typedef struct cg_atmosphericParticle_s {
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vec3_t pos, delta, deltaNormalized, colour, surfacenormal;
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float height, minz, weight;
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qboolean active;
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int contents, surface, nextDropTime;
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qhandle_t *effectshader;
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} cg_atmosphericParticle_t;
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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, 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, 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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} cg_atmosphericEffect_t;
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static cg_atmosphericEffect_t cg_atmFx;
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/*
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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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{
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// 'quick' version of the CG_ImpactMark function
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vec3_t axis[3], originalPoints[4];
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float texCoordScale;
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byte colors[4];
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int i;
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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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}
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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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VectorSet(axis[2], 1, 0, 0); // This is _wrong_, but the function is for water anyway (i.e. usually flat)
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CrossProduct(axis[0], axis[2], axis[1]);
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texCoordScale = 0.5 * 1.0 / radius;
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// create the full polygon
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for (i = 0; i < 3; i++) {
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originalPoints[0][i] = origin[i] - radius * axis[1][i] - radius * axis[2][i];
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originalPoints[1][i] = origin[i] + radius * axis[1][i] - radius * axis[2][i];
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originalPoints[2][i] = origin[i] + radius * axis[1][i] + radius * axis[2][i];
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originalPoints[3][i] = origin[i] - radius * axis[1][i] + radius * axis[2][i];
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}
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colors[0] = 127;
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colors[1] = 127;
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colors[2] = 127;
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colors[3] = alpha * 255;
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for (i = 0, v = verts; i < 4; i++, v++) {
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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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*(int *) v->modulate = *(int *) colors;
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}
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trap_R_AddPolyToScene(markShader, 4, verts);
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}
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/*
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** Raindrop management functions
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*/
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static qboolean CG_RainParticleCheckVisible(cg_atmosphericParticle_t * particle)
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{
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// Check the raindrop is visible and still going, wrapping if necessary.
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float moved;
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vec3_t distance;
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if (!particle || !particle->active)
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return (qfalse);
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moved = (cg.time - cg_atmFx.lastRainTime) * 0.001; // Units moved since last frame
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VectorMA(particle->pos, moved, particle->delta, particle->pos);
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if (particle->pos[2] + ATMOSPHERIC_CUTHEIGHT < particle->minz)
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return (particle->active = qfalse);
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VectorSubtract(cg.refdef.vieworg, particle->pos, distance);
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if (sqrt(distance[0] * distance[0] + distance[1] * distance[1]) > MAX_ATMOSPHERIC_DISTANCE)
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return (particle->active = qfalse);
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return (qtrue);
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}
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static qboolean CG_RainParticleGenerate(cg_atmosphericParticle_t * particle, vec3_t currvec, float currweight)
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{
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// Attempt to 'spot' a raindrop somewhere below a sky texture.
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float angle, distance, origz;
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vec3_t testpoint, testend;
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trace_t tr;
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angle = random() * 2 * M_PI;
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distance = 20 + MAX_ATMOSPHERIC_DISTANCE * random();
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testpoint[0] = testend[0] = cg.refdef.vieworg[0] + sin(angle) * distance;
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testpoint[1] = testend[1] = cg.refdef.vieworg[1] + cos(angle) * distance;
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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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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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testend[2] = MAX_ATMOSPHERIC_HEIGHT - 1;
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CG_Trace(&tr, testpoint, NULL, NULL, testend, ENTITYNUM_NONE, MASK_SOLID | MASK_WATER);
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if (tr.startsolid) // Stuck in something, skip over it.
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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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} 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
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return (qfalse);
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}
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particle->active = qtrue;
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particle->colour[0] = 0.6 + 0.2 * random();
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particle->colour[1] = 0.6 + 0.2 * random();
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particle->colour[2] = 0.6 + 0.2 * random();
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VectorCopy(tr.endpos, particle->pos);
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VectorCopy(currvec, particle->delta);
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particle->delta[2] += crandom() * 100;
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VectorNormalize2(particle->delta, particle->deltaNormalized);
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particle->height = ATMOSPHERIC_RAIN_HEIGHT + crandom() * 100;
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particle->weight = currweight;
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particle->effectshader = &cg_atmFx.effectshaders[0];
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distance = ((float) (tr.endpos[2] - MIN_ATMOSPHERIC_HEIGHT)) / -particle->delta[2];
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VectorMA(tr.endpos, distance, particle->delta, testend);
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CG_Trace(&tr, particle->pos, NULL, NULL, testend, ENTITYNUM_NONE, MASK_SOLID | MASK_WATER);
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particle->minz = tr.endpos[2];
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tr.endpos[2]--;
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VectorCopy(tr.plane.normal, particle->surfacenormal);
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particle->surface = tr.surfaceFlags;
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particle->contents = CG_PointContents(tr.endpos, ENTITYNUM_NONE);
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return (qtrue);
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}
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static void CG_RainParticleRender(cg_atmosphericParticle_t * particle)
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{
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// Draw a raindrop
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vec3_t forward, right;
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polyVert_t verts[4];
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vec2_t line;
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float len, frac;
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vec3_t start, finish;
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if (!particle->active)
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return;
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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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// 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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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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// 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,
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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,
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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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if (len <= 0)
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return;
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VectorCopy(particle->deltaNormalized, forward);
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VectorMA(start, -len, forward, finish);
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line[0] = DotProduct(forward, cg.refdef.viewaxis[1]);
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line[1] = DotProduct(forward, cg.refdef.viewaxis[2]);
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VectorScale(cg.refdef.viewaxis[1], line[1], right);
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VectorMA(right, -line[0], cg.refdef.viewaxis[2], right);
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VectorNormalize(right);
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VectorMA(finish, particle->weight, right, verts[0].xyz);
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verts[0].st[0] = 1;
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verts[0].st[1] = 0;
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verts[0].modulate[0] = 255;
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verts[0].modulate[1] = 255;
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verts[0].modulate[2] = 255;
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verts[0].modulate[3] = 0;
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VectorMA(finish, -particle->weight, right, verts[1].xyz);
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verts[1].st[0] = 0;
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verts[1].st[1] = 0;
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verts[1].modulate[0] = 255;
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verts[1].modulate[1] = 255;
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verts[1].modulate[2] = 255;
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verts[1].modulate[3] = 0;
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VectorMA(start, -particle->weight, right, verts[2].xyz);
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verts[2].st[0] = 0;
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verts[2].st[1] = 1;
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verts[2].modulate[0] = 255;
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verts[2].modulate[1] = 255;
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verts[2].modulate[2] = 255;
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verts[2].modulate[3] = 127;
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VectorMA(start, particle->weight, right, verts[3].xyz);
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verts[3].st[0] = 1;
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verts[3].st[1] = 1;
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verts[3].modulate[0] = 255;
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verts[3].modulate[1] = 255;
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verts[3].modulate[2] = 255;
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verts[3].modulate[3] = 127;
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trap_R_AddPolyToScene(*particle->effectshader, 4, verts);
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}
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/*
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** Snow management functions
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*/
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static qboolean CG_SnowParticleGenerate(cg_atmosphericParticle_t * particle, vec3_t currvec, float currweight)
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{
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// Attempt to 'spot' a raindrop somewhere below a sky texture.
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float angle, distance, origz;
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vec3_t testpoint, testend;
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trace_t tr;
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angle = random() * 2 * M_PI;
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distance = 20 + MAX_ATMOSPHERIC_DISTANCE * random();
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testpoint[0] = testend[0] = cg.refdef.vieworg[0] + sin(angle) * distance;
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testpoint[1] = testend[1] = cg.refdef.vieworg[1] + cos(angle) * distance;
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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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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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testend[2] = MAX_ATMOSPHERIC_HEIGHT - 1;
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CG_Trace(&tr, testpoint, NULL, NULL, testend, ENTITYNUM_NONE, MASK_SOLID | MASK_WATER);
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if (tr.startsolid) // Stuck in something, skip over it.
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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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} 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
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return (qfalse);
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}
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particle->active = qtrue;
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particle->colour[0] = 0.6 + 0.2 * random();
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particle->colour[1] = 0.6 + 0.2 * random();
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particle->colour[2] = 0.6 + 0.2 * random();
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VectorCopy(tr.endpos, particle->pos);
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VectorCopy(currvec, particle->delta);
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particle->delta[2] += crandom() * 25;
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VectorNormalize2(particle->delta, particle->deltaNormalized);
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particle->height = ATMOSPHERIC_SNOW_HEIGHT + crandom() * 8;
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particle->weight = particle->height * 0.5f;
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particle->effectshader = &cg_atmFx.effectshaders[(int) (random() * (cg_atmFx.numEffectShaders - 1))];
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distance = ((float) (tr.endpos[2] - MIN_ATMOSPHERIC_HEIGHT)) / -particle->delta[2];
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VectorMA(tr.endpos, distance, particle->delta, testend);
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CG_Trace(&tr, particle->pos, NULL, NULL, testend, ENTITYNUM_NONE, MASK_SOLID | MASK_WATER);
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particle->minz = tr.endpos[2];
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tr.endpos[2]--;
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VectorCopy(tr.plane.normal, particle->surfacenormal);
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particle->surface = tr.surfaceFlags;
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particle->contents = CG_PointContents(tr.endpos, ENTITYNUM_NONE);
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return (qtrue);
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}
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static void CG_SnowParticleRender(cg_atmosphericParticle_t * particle)
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{
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// Draw a snowflake
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vec3_t forward, right;
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polyVert_t verts[4];
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vec2_t line;
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float len, sinTumbling, cosTumbling, particleWidth;
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vec3_t start, finish;
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if (!particle->active)
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return;
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VectorCopy(particle->pos, start);
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sinTumbling = sin(particle->pos[2] * 0.03125f);
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cosTumbling = cos((particle->pos[2] + particle->pos[1]) * 0.03125f);
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start[0] += 24 * (1 - particle->deltaNormalized[2]) * sinTumbling;
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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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// 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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VectorMA(start, len - particle->height, particle->deltaNormalized, start);
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}
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if (len <= 0)
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return;
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VectorCopy(particle->deltaNormalized, forward);
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VectorMA(start, -(len * sinTumbling), forward, finish);
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line[0] = DotProduct(forward, cg.refdef.viewaxis[1]);
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line[1] = DotProduct(forward, cg.refdef.viewaxis[2]);
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VectorScale(cg.refdef.viewaxis[1], line[1], right);
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VectorMA(right, -line[0], cg.refdef.viewaxis[2], right);
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VectorNormalize(right);
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particleWidth = cosTumbling * particle->weight;
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VectorMA(finish, particleWidth, right, verts[0].xyz);
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verts[0].st[0] = 1;
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verts[0].st[1] = 0;
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verts[0].modulate[0] = 255;
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verts[0].modulate[1] = 255;
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verts[0].modulate[2] = 255;
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verts[0].modulate[3] = 255;
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VectorMA(finish, -particleWidth, right, verts[1].xyz);
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verts[1].st[0] = 0;
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verts[1].st[1] = 0;
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verts[1].modulate[0] = 255;
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verts[1].modulate[1] = 255;
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verts[1].modulate[2] = 255;
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verts[1].modulate[3] = 255;
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VectorMA(start, -particleWidth, right, verts[2].xyz);
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verts[2].st[0] = 0;
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verts[2].st[1] = 1;
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verts[2].modulate[0] = 255;
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verts[2].modulate[1] = 255;
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verts[2].modulate[2] = 255;
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verts[2].modulate[3] = 255;
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VectorMA(start, particleWidth, right, verts[3].xyz);
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verts[3].st[0] = 1;
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verts[3].st[1] = 1;
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verts[3].modulate[0] = 255;
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verts[3].modulate[1] = 255;
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verts[3].modulate[2] = 255;
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verts[3].modulate[3] = 255;
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trap_R_AddPolyToScene(*particle->effectshader, 4, verts);
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}
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/*
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** Set up gust parameters.
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*/
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static void CG_EffectGust( void )
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{
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// Generate random values for the next gust
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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));
|
|
diff = cg_atmFx.changeMaxTime - cg_atmFx.changeMinTime;
|
|
cg_atmFx.gustStartTime = cg_atmFx.baseEndTime + cg_atmFx.changeMinTime + (diff ? (rand() % diff) : 0);
|
|
diff = cg_atmFx.gustMaxTime - cg_atmFx.gustMinTime;
|
|
cg_atmFx.gustEndTime = cg_atmFx.gustStartTime + cg_atmFx.gustMinTime + (diff ? (rand() % diff) : 0);
|
|
diff = cg_atmFx.changeMaxTime - cg_atmFx.changeMinTime;
|
|
cg_atmFx.baseStartTime = cg_atmFx.gustEndTime + cg_atmFx.changeMinTime + (diff ? (rand() % diff) : 0);
|
|
}
|
|
|
|
static qboolean CG_EffectGustCurrent(vec3_t curr, float *weight, int *num)
|
|
{
|
|
// Calculate direction for new drops.
|
|
|
|
vec3_t temp;
|
|
float frac;
|
|
|
|
if (cg.time < cg_atmFx.baseEndTime) {
|
|
VectorCopy(cg_atmFx.baseVec, curr);
|
|
*weight = cg_atmFx.baseWeight;
|
|
*num = cg_atmFx.baseDrops;
|
|
} else {
|
|
VectorSubtract(cg_atmFx.gustVec, cg_atmFx.baseVec, temp);
|
|
if (cg.time < cg_atmFx.gustStartTime) {
|
|
frac =
|
|
((float) (cg.time - cg_atmFx.baseEndTime)) /
|
|
((float) (cg_atmFx.gustStartTime - cg_atmFx.baseEndTime));
|
|
VectorMA(cg_atmFx.baseVec, frac, temp, curr);
|
|
*weight = cg_atmFx.baseWeight + (cg_atmFx.gustWeight - cg_atmFx.baseWeight) * frac;
|
|
*num = cg_atmFx.baseDrops + ((float) (cg_atmFx.gustDrops - cg_atmFx.baseDrops)) * frac;
|
|
} else if (cg.time < cg_atmFx.gustEndTime) {
|
|
VectorCopy(cg_atmFx.gustVec, curr);
|
|
*weight = cg_atmFx.gustWeight;
|
|
*num = cg_atmFx.gustDrops;
|
|
} else {
|
|
frac =
|
|
1.0 -
|
|
((float) (cg.time - cg_atmFx.gustEndTime)) /
|
|
((float) (cg_atmFx.baseStartTime - cg_atmFx.gustEndTime));
|
|
VectorMA(cg_atmFx.baseVec, frac, temp, curr);
|
|
*weight = cg_atmFx.baseWeight + (cg_atmFx.gustWeight - cg_atmFx.baseWeight) * frac;
|
|
*num = cg_atmFx.baseDrops + ((float) (cg_atmFx.gustDrops - cg_atmFx.baseDrops)) * frac;
|
|
if (cg.time >= cg_atmFx.baseStartTime)
|
|
return (qtrue);
|
|
}
|
|
}
|
|
return (qfalse);
|
|
}
|
|
|
|
static void CG_EP_ParseFloats(char *floatstr, float *f1, float *f2)
|
|
{
|
|
// Parse the float or floats
|
|
|
|
char *middleptr;
|
|
char buff[64];
|
|
|
|
Q_strncpyz(buff, floatstr, sizeof(buff));
|
|
for (middleptr = buff; *middleptr && *middleptr != ' '; middleptr++);
|
|
if (*middleptr) {
|
|
*middleptr++ = 0;
|
|
*f1 = atof(floatstr);
|
|
*f2 = atof(middleptr);
|
|
} else {
|
|
*f1 = *f2 = atof(floatstr);
|
|
}
|
|
}
|
|
void CG_EffectParse(const char *effectstr)
|
|
{
|
|
// Split the string into it's component parts.
|
|
|
|
float bmin, bmax, cmin, cmax, gmin, gmax, bdrop, gdrop, wsplash, lsplash;
|
|
int count;
|
|
char *startptr, *eqptr, *endptr, *type;
|
|
char workbuff[128];
|
|
|
|
if (CG_AtmosphericKludge())
|
|
return;
|
|
|
|
// Set up some default values
|
|
cg_atmFx.baseVec[0] = cg_atmFx.baseVec[1] = 0;
|
|
cg_atmFx.gustVec[0] = cg_atmFx.gustVec[1] = 100;
|
|
bmin = 5;
|
|
bmax = 10;
|
|
cmin = 1;
|
|
cmax = 1;
|
|
gmin = 0;
|
|
gmax = 2;
|
|
bdrop = gdrop = 300;
|
|
cg_atmFx.baseWeight = 0.7f;
|
|
cg_atmFx.gustWeight = 1.5f;
|
|
wsplash = 1;
|
|
lsplash = 1;
|
|
type = NULL;
|
|
|
|
// Parse the parameter string
|
|
Q_strncpyz(workbuff, effectstr, sizeof(workbuff));
|
|
for (startptr = workbuff; *startptr;) {
|
|
for (eqptr = startptr; *eqptr && *eqptr != '=' && *eqptr != ','; eqptr++);
|
|
if (!*eqptr)
|
|
break; // No more string
|
|
if (*eqptr == ',') {
|
|
startptr = eqptr + 1; // Bad argument, continue
|
|
continue;
|
|
}
|
|
*eqptr++ = 0;
|
|
for (endptr = eqptr; *endptr && *endptr != ','; endptr++);
|
|
if (*endptr)
|
|
*endptr++ = 0;
|
|
|
|
if (!type) {
|
|
if (Q_stricmp(startptr, "T")) {
|
|
cg_atmFx.numDrops = 0;
|
|
CG_Printf("Atmospheric effect must start with a type.\n");
|
|
return;
|
|
}
|
|
if (!Q_stricmp(eqptr, "RAIN")) {
|
|
type = "rain";
|
|
cg_atmFx.ParticleCheckVisible = &CG_RainParticleCheckVisible;
|
|
cg_atmFx.ParticleGenerate = &CG_RainParticleGenerate;
|
|
cg_atmFx.ParticleRender = &CG_RainParticleRender;
|
|
|
|
cg_atmFx.baseVec[2] = cg_atmFx.gustVec[2] = -ATMOSPHERIC_RAIN_SPEED;
|
|
} else if (!Q_stricmp(eqptr, "SNOW")) {
|
|
type = "snow";
|
|
cg_atmFx.ParticleCheckVisible = &CG_RainParticleCheckVisible;
|
|
cg_atmFx.ParticleGenerate = &CG_SnowParticleGenerate;
|
|
cg_atmFx.ParticleRender = &CG_SnowParticleRender;
|
|
|
|
cg_atmFx.baseVec[2] = cg_atmFx.gustVec[2] = -ATMOSPHERIC_SNOW_SPEED;
|
|
} else {
|
|
cg_atmFx.numDrops = 0;
|
|
CG_Printf("Only effect type 'rain' and 'snow' are supported.\n");
|
|
return;
|
|
}
|
|
} else {
|
|
if (!Q_stricmp(startptr, "B"))
|
|
CG_EP_ParseFloats(eqptr, &bmin, &bmax);
|
|
else if (!Q_stricmp(startptr, "C"))
|
|
CG_EP_ParseFloats(eqptr, &cmin, &cmax);
|
|
else if (!Q_stricmp(startptr, "G"))
|
|
CG_EP_ParseFloats(eqptr, &gmin, &gmax);
|
|
else if (!Q_stricmp(startptr, "BV"))
|
|
CG_EP_ParseFloats(eqptr, &cg_atmFx.baseVec[0], &cg_atmFx.baseVec[1]);
|
|
else if (!Q_stricmp(startptr, "GV"))
|
|
CG_EP_ParseFloats(eqptr, &cg_atmFx.gustVec[0], &cg_atmFx.gustVec[1]);
|
|
else if (!Q_stricmp(startptr, "W"))
|
|
CG_EP_ParseFloats(eqptr, &cg_atmFx.baseWeight, &cg_atmFx.gustWeight);
|
|
else if (!Q_stricmp(startptr, "S"))
|
|
CG_EP_ParseFloats(eqptr, &wsplash, &lsplash);
|
|
else if (!Q_stricmp(startptr, "D"))
|
|
CG_EP_ParseFloats(eqptr, &bdrop, &gdrop);
|
|
else
|
|
CG_Printf("Unknown effect key '%s'.\n", startptr);
|
|
}
|
|
startptr = endptr;
|
|
}
|
|
|
|
if (!type) {
|
|
// No effects
|
|
|
|
cg_atmFx.numDrops = -1;
|
|
return;
|
|
}
|
|
|
|
cg_atmFx.baseMinTime = 1000 * bmin;
|
|
cg_atmFx.baseMaxTime = 1000 * bmax;
|
|
cg_atmFx.changeMinTime = 1000 * cmin;
|
|
cg_atmFx.changeMaxTime = 1000 * cmax;
|
|
cg_atmFx.gustMinTime = 1000 * gmin;
|
|
cg_atmFx.gustMaxTime = 1000 * gmax;
|
|
cg_atmFx.baseDrops = bdrop;
|
|
cg_atmFx.gustDrops = gdrop;
|
|
cg_atmFx.waterSplash = wsplash;
|
|
cg_atmFx.landSplash = lsplash;
|
|
|
|
cg_atmFx.numDrops = (cg_atmFx.baseDrops > cg_atmFx.gustDrops) ? cg_atmFx.baseDrops : cg_atmFx.gustDrops;
|
|
if (cg_atmFx.numDrops > MAX_ATMOSPHERIC_PARTICLES)
|
|
cg_atmFx.numDrops = MAX_ATMOSPHERIC_PARTICLES;
|
|
|
|
// Load graphics
|
|
|
|
// Rain
|
|
if (!Q_stricmp(type, "rain")) {
|
|
cg_atmFx.numEffectShaders = 1;
|
|
if (!(cg_atmFx.effectshaders[0] = trap_R_RegisterShader("gfx/atmosphere/raindrop")))
|
|
cg_atmFx.effectshaders[0] = -1;
|
|
if (cg_atmFx.waterSplash)
|
|
cg_atmFx.effectwatershader = trap_R_RegisterShader("gfx/atmosphere/raindropwater");
|
|
if (cg_atmFx.landSplash)
|
|
cg_atmFx.effectlandshader = trap_R_RegisterShader("gfx/atmosphere/raindropsolid");
|
|
|
|
// Snow
|
|
} else if (!Q_stricmp(type, "snow")) {
|
|
for (cg_atmFx.numEffectShaders = 0; cg_atmFx.numEffectShaders < 6; cg_atmFx.numEffectShaders++) {
|
|
if (!
|
|
(cg_atmFx.effectshaders[cg_atmFx.numEffectShaders] =
|
|
trap_R_RegisterShader(va("gfx/atmosphere/snowflake0%i", cg_atmFx.numEffectShaders))))
|
|
cg_atmFx.effectshaders[cg_atmFx.numEffectShaders] = -1; // we had some kind of a problem
|
|
}
|
|
cg_atmFx.waterSplash = 0;
|
|
cg_atmFx.landSplash = 0;
|
|
|
|
// This really should never happen
|
|
} else
|
|
cg_atmFx.numEffectShaders = 0;
|
|
|
|
// Initialise atmospheric effect to prevent all particles falling at the start
|
|
for (count = 0; count < cg_atmFx.numDrops; count++)
|
|
cg_atmFx.particles[count].nextDropTime = ATMOSPHERIC_DROPDELAY + (rand() % ATMOSPHERIC_DROPDELAY);
|
|
|
|
CG_EffectGust();
|
|
}
|
|
|
|
/*
|
|
** Main render loop
|
|
*/
|
|
|
|
void CG_AddAtmosphericEffects()
|
|
{
|
|
// Add atmospheric effects (e.g. rain, snow etc.) to view
|
|
|
|
int curr, max, currnum;
|
|
cg_atmosphericParticle_t *particle;
|
|
vec3_t currvec;
|
|
float currweight;
|
|
|
|
if (cg_atmFx.numDrops <= 0 || cg_atmFx.numEffectShaders == 0)
|
|
return;
|
|
|
|
max = cg_lowEffects.integer ? (cg_atmFx.numDrops >> 1) : cg_atmFx.numDrops;
|
|
if (CG_EffectGustCurrent(currvec, &currweight, &currnum))
|
|
CG_EffectGust(); // Recalculate gust parameters
|
|
for (curr = 0; curr < max; curr++) {
|
|
particle = &cg_atmFx.particles[curr];
|
|
if (!cg_atmFx.ParticleCheckVisible(particle)) {
|
|
// Effect has terminated / fallen from screen view
|
|
|
|
if (!particle->nextDropTime) {
|
|
// Stop rain being synchronized
|
|
particle->nextDropTime = rand() % ATMOSPHERIC_DROPDELAY;
|
|
} else if (currnum < curr || particle->nextDropTime > cg.time)
|
|
continue;
|
|
if (!cg_atmFx.ParticleGenerate(particle, currvec, currweight)) {
|
|
// Ensure it doesn't attempt to generate every frame, to prevent
|
|
// 'clumping' when there's only a small sky area available.
|
|
particle->nextDropTime = cg.time + ATMOSPHERIC_DROPDELAY;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
cg_atmFx.ParticleRender(particle);
|
|
}
|
|
|
|
cg_atmFx.lastRainTime = cg.time;
|
|
}
|
|
|
|
/*
|
|
** G_AtmosphericKludge
|
|
*/
|
|
|
|
static qboolean kludgeChecked, kludgeResult;
|
|
qboolean CG_AtmosphericKludge()
|
|
{
|
|
// Activate effects for specified kludge maps that don't
|
|
// have it specified for them.
|
|
|
|
if (kludgeChecked)
|
|
return (kludgeResult);
|
|
kludgeChecked = qtrue;
|
|
kludgeResult = qfalse;
|
|
|
|
// NiceAss: apparently example code:
|
|
// T=RAIN and T=SNOW are the two options
|
|
/*
|
|
if( !Q_stricmp( cgs.mapname, "maps/bank.bsp" ) )
|
|
{
|
|
CG_EffectParse( "T=RAIN" );
|
|
return ( kludgeResult = qtrue );
|
|
}
|
|
*/
|
|
|
|
return (kludgeResult = qfalse);
|
|
}
|