fx_plasma

This should do bit it doesn't, lol

Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
This commit is contained in:
Harry Young 2011-12-27 14:50:34 +01:00
parent 7483478a6f
commit 614cb686bc
7 changed files with 121 additions and 17 deletions

View file

@ -1685,17 +1685,14 @@ Create directed and scaled plasma jet
=========================== ===========================
*/ */
/*void CG_Plasma( vec3_t start, vec3_t end, vec4_t startRGBA, vec4_t endRGBA ) void CG_Plasma( vec3_t start, vec3_t end, vec3_t sRGB, vec3_t eRGB, int startalpha, int endalpha )
{ {
vec3_t v, sp, sRGB, eRGB; vec3_t v, sp;
float detail, len, salpha, ealpha; float detail, len, salpha = (startalpha / 255) , ealpha = (endalpha / 255);
detail = FX_DetailLevel( start, 16, 1200 ); //detail = FX_DetailLevel( start, 16, 1200 );
if ( detail == 0 ) //if ( detail == 0 )
return; // return;
salpha = Vector4to3( startRGBA, sRGB );
ealpha = Vector4to3( endRGBA, eRGB );
// Orient the plasma // Orient the plasma
VectorSubtract( end, start, v ); VectorSubtract( end, start, v );
@ -1703,7 +1700,7 @@ Create directed and scaled plasma jet
VectorMA( start, 0.5f, v, sp ); VectorMA( start, 0.5f, v, sp );
// Stash a quad at the base to make the effect look a bit more solid // Stash a quad at the base to make the effect look a bit more solid
FX_AddQuad( sp, v, NULL, NULL, len * 0.36f, 0.0f, salpha, salpha, sRGB, sRGB, 0.0f, 45.0f, 0.0f, 200, cgs.media.prifleImpactShader ); //FX_AddQuad( sp, v, NULL, NULL, len * 0.36f, 0.0f, salpha, salpha, sRGB, sRGB, 0.0f, 45.0f, 0.0f, 200, cgs.media.prifleImpactShader );
// Add a subtle, random flutter to the cone direction // Add a subtle, random flutter to the cone direction
v[0] += crandom() * 0.04; v[0] += crandom() * 0.04;
@ -1711,11 +1708,11 @@ Create directed and scaled plasma jet
v[2] += crandom() * 0.04; v[2] += crandom() * 0.04;
// Wanted the effect to be scalable based on the length of the jet. // Wanted the effect to be scalable based on the length of the jet.
FX_AddCylinder( start, v, len * 0.05, len * 2.0f, len * 0.16f, len * 0.32f, len * 0.40f, len * 0.64f, FX_AddCylinder2( start, v, len * 0.05, len * 2.0f, len * 0.16f, len * 0.32f, len * 0.40f, len * 0.64f,
salpha, ealpha, sRGB, eRGB, 200, cgs.media.plasmaShader, 0.3f ); salpha, ealpha, sRGB, eRGB, 200, cgs.media.plasmaShader, 0.3f );
FX_AddCylinder( start, v, len * 0.05, len * 4.0f, len * 0.16f, len * 0.32f, len * 0.28f, len * 0.64f, FX_AddCylinder2( start, v, len * 0.05, len * 4.0f, len * 0.16f, len * 0.32f, len * 0.28f, len * 0.64f,
salpha, ealpha, sRGB, eRGB, 200, cgs.media.plasmaShader, 0.2f ); salpha, ealpha, sRGB, eRGB, 200, cgs.media.plasmaShader, 0.2f );
FX_AddCylinder( start, v, len * 0.25, len * 8.0f, len * 0.20f, len * 0.32f, len * 0.02f, len * 0.32f, FX_AddCylinder2( start, v, len * 0.25, len * 8.0f, len * 0.20f, len * 0.32f, len * 0.02f, len * 0.32f,
salpha, ealpha, sRGB, eRGB, 200, cgs.media.plasmaShader, 0.1f ); salpha, ealpha, sRGB, eRGB, 200, cgs.media.plasmaShader, 0.1f );
} }

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@ -1802,7 +1802,7 @@ case EV_SHAKE_SOUND:
case EV_FX_PLASMA: case EV_FX_PLASMA:
DEBUGNAME("EV_FX_PLASMA"); DEBUGNAME("EV_FX_PLASMA");
//CG_Plasma( cent->currentState.origin, cent->currentState.origin2, cent->currentState.angles, cent->currentState.angles2 ); // RGBA's CG_Plasma( cent->currentState.origin, cent->currentState.origin2, cent->currentState.angles, cent->currentState.angles2, cent->currentState.weapon, cent->currentState.powerups );
break; break;
case EV_FX_STREAM: case EV_FX_STREAM:

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@ -1178,6 +1178,7 @@ typedef struct {
qhandle_t redRingShader; qhandle_t redRingShader;
qhandle_t redRing2Shader; qhandle_t redRing2Shader;
qhandle_t bigShockShader; qhandle_t bigShockShader;
qhandle_t plasmaShader;
qhandle_t bolt2Shader; qhandle_t bolt2Shader;
qhandle_t quantumRingShader; qhandle_t quantumRingShader;
@ -2064,7 +2065,7 @@ void CG_CookingSteam( vec3_t origin, float radius );
void CG_ElectricFire( vec3_t origin, vec3_t normal ); void CG_ElectricFire( vec3_t origin, vec3_t normal );
void ForgeBoltFireback( vec3_t start, vec3_t end, vec3_t velocity, vec3_t user ); void ForgeBoltFireback( vec3_t start, vec3_t end, vec3_t velocity, vec3_t user );
void CG_ForgeBolt( centity_t *cent ); void CG_ForgeBolt( centity_t *cent );
void CG_Plasma( vec3_t start, vec3_t end, vec4_t startRGBA, vec4_t endRGBA ); void CG_Plasma( vec3_t start, vec3_t end, vec3_t sRGB, vec3_t eRGB, int startalpha, int endalpha );
void CG_ParticleStream( centity_t *cent ); void CG_ParticleStream( centity_t *cent );
void CG_TransporterStream( centity_t *cent ); void CG_TransporterStream( centity_t *cent );
void CG_ExplosionTrail( centity_t *cent ); void CG_ExplosionTrail( centity_t *cent );

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@ -1374,6 +1374,7 @@ static void CG_RegisterGraphics( void ) {
cgs.media.nukeModel = trap_R_RegisterModel ( "models/weaphits/nuke.md3" ); cgs.media.nukeModel = trap_R_RegisterModel ( "models/weaphits/nuke.md3" );
cgs.media.bigShockShader = trap_R_RegisterShader( "gfx/misc/bigshock" ); cgs.media.bigShockShader = trap_R_RegisterShader( "gfx/misc/bigshock" );
//cgs.media.IMODMarkShader = trap_R_RegisterShader( "gfx/damage/burnmark2" ); //cgs.media.IMODMarkShader = trap_R_RegisterShader( "gfx/damage/burnmark2" );
cgs.media.plasmaShader = trap_R_RegisterShader( "gfx/misc/plasmanew" );
cgs.media.bolt2Shader = trap_R_RegisterShader( "gfx/effects/electrica" ); cgs.media.bolt2Shader = trap_R_RegisterShader( "gfx/effects/electrica" );
//cgs.media.holoOuchShader = trap_R_RegisterShader( "powerups/holoOuch" ); //cgs.media.holoOuchShader = trap_R_RegisterShader( "powerups/holoOuch" );
cgs.media.painBlobShader = trap_R_RegisterShader( "gfx/misc/painblob" ); cgs.media.painBlobShader = trap_R_RegisterShader( "gfx/misc/painblob" );

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@ -801,7 +801,6 @@ localEntity_t *FX_AddQuad2( vec3_t origin, vec3_t normal, float scale, float dsc
FX_AddCylinder FX_AddCylinder
Adds a cylinder to the FX wrapper render list Adds a cylinder to the FX wrapper render list
Overloaded for RGB
=============== ===============
*/ */
@ -870,6 +869,82 @@ localEntity_t *FX_AddCylinder( vec3_t start,
return(le); return(le);
} }
/*
===============
FX_AddCylinder2
Adds a cylinder to the FX wrapper render list
Overloaded for RGB
===============
*/
//NOTENOTE: The reigning king of parameters!
#define DEFAULT_ST_SCALE 1.0f
localEntity_t *FX_AddCylinder2( vec3_t start,
vec3_t normal,
float height,
float dheight,
float scale,
float dscale,
float scale2,
float dscale2,
float startalpha,
float endalpha,
vec3_t startRGB,
vec3_t endRGB,
float killTime,
qhandle_t shader,
float bias )
{
localEntity_t *le = CG_AllocLocalEntity();
#ifdef _DEBUG
if (!shader)
{
Com_Printf("FX_AddCylinder: NULL shader\n");
}
#endif
le->leType = LE_CYLINDER;
le->refEntity.data.cylinder.height = height;
le->refEntity.data.cylinder.width = scale;
le->refEntity.data.cylinder.width2 = scale2;
le->startTime = cg.time;
le->endTime = le->startTime + killTime;
le->data.cylinder.height = height;
le->data.cylinder.dheight = dheight;
le->data.cylinder.width = scale;
le->data.cylinder.dwidth = dscale;
le->data.cylinder.width2 = scale2;
le->data.cylinder.dwidth2 = dscale2;
le->alpha = startalpha;
le->dalpha = endalpha - startalpha;
le->refEntity.customShader = shader;
le->refEntity.data.cylinder.bias = bias;
le->refEntity.data.cylinder.stscale = 1.0;
le->refEntity.data.cylinder.wrap = qtrue;
// set origin
VectorCopy ( start, le->refEntity.origin);
VectorCopy ( start, le->refEntity.oldorigin );
VectorCopy( normal, le->refEntity.axis[0] );
RotateAroundDirection( le->refEntity.axis, 0);
le->color[0] = startRGB[0];
le->color[1] = startRGB[1];
le->color[2] = startRGB[2];
le->color[3] = startalpha;
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
return(le);
}

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@ -49,6 +49,34 @@ localEntity_t *FX_AddCylinder( vec3_t start,
float killTime, float killTime,
qhandle_t shader, qhandle_t shader,
float bias ); float bias );
localEntity_t *FX_AddCylinder2( vec3_t start,
vec3_t normal,
float height,
float dheight,
float scale,
float dscale,
float scale2,
float dscale2,
float startalpha,
float endalpha,
vec3_t startRGB,
vec3_t endRGB,
float killTime,
qhandle_t shader,
float bias );
localEntity_t *FX_AddCylinder( vec3_t start,
vec3_t normal,
float height,
float dheight,
float scale,
float dscale,
float scale2,
float dscale2,
float startalpha,
float endalpha,
float killTime,
qhandle_t shader,
float bias );
localEntity_t *FX_AddElectricity( vec3_t origin, vec3_t origin2, float stScale, float scale, float dscale, localEntity_t *FX_AddElectricity( vec3_t origin, vec3_t origin2, float stScale, float scale, float dscale,
float startalpha, float endalpha, float killTime, qhandle_t shader, float deviation ); float startalpha, float endalpha, float killTime, qhandle_t shader, float deviation );
localEntity_t *FX_AddParticle( vec3_t origin, vec3_t velocity, qboolean gravity, float scale, float dscale, localEntity_t *FX_AddParticle( vec3_t origin, vec3_t velocity, qboolean gravity, float scale, float dscale,

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@ -1541,11 +1541,13 @@ void SP_fx_plasma( gentity_t *ent )
// Convert from range of 0-255 to 0-1 // Convert from range of 0-255 to 0-1
int t; int t;
for (t=0; t < 4; t++) for (t=0; t < 3; t++)
{ {
ent->startRGBA[t] = ent->startRGBA[t] / 255; ent->startRGBA[t] = ent->startRGBA[t] / 255;
ent->finalRGBA[t] = ent->finalRGBA[t] / 255; ent->finalRGBA[t] = ent->finalRGBA[t] / 255;
} }
ent->startRGBA[3] = ent->s.weapon;
ent->finalRGBA[3] = ent->s.powerups;
VectorCopy( ent->s.origin, ent->s.pos.trBase ); VectorCopy( ent->s.origin, ent->s.pos.trBase );